Files
gogobee/internal/plugin/adventure_treasure.go
prosolis d01d3e277a N4/E1: T3 housing payoffs + a home-rest "well-rested" buff
Turn the dead top housing tiers into something worth buying. All three
land without a schema bump, and TestCombatCharacterization stays
byte-identical (the balance corpus never sets the new fields).

T3 trophy room: treasure cap 3->4 at HouseTier>=3 (maxTreasuresForTier).
Enforced at the save gate only -- HouseTier is never written downward,
so a held 4th treasure below tier 3 is unreachable and a load-time cap in
computeAdvBonuses would just add a query for an impossible state. The
all-irreplaceable manual discard prompt now lists the 4th slot too.

T3 workshop: +5% craft success at HouseTier>=3, lifting the cap 0.95->0.98
so a maxed forager still gains. craftingSuccessRate takes a workshopBonus,
threaded through autoCraftConsumables and renderRecipesKnown.

Well-rested buff (replaces the plan's T4 "inn-quality rest", a verified
no-op -- home rest already equals inn rest). Home-only (the inn and a
tier-1 shack grant nothing), starts at T2 and grows through T4, expires at
the next long rest:
  - Temp HP cushion (8/12/16% of MaxHP). TempHP was a dormant field; wired
    into applyDnDHPScaling as MaxHP headroom -- additive and golden-safe.
  - Bonus spell slots (+1/+2/+3 at the caster's highest slot level), the
    real reward, lifting casters who trail on spell-pool richness.
    applyLongRestSpellSlots resets the pool to base then folds in the
    bonus; expiry is stateless (next rest's reset drops it).

Magnitudes are tunable defaults; revisit against the post-parties
re-baseline.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
2026-07-10 13:36:32 -07:00

466 lines
16 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
package plugin
import (
"math/rand/v2"
"strings"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// ── Treasure Bonus Type (DB row) ─────────────────────────────────────────────
type AdvTreasureBonus struct {
TreasureKey string
Name string
Tier int
BonusType string
BonusValue float64
}
// ── Treasure Definition ──────────────────────────────────────────────────────
type AdvTreasureDef struct {
Key string
Name string
Tier int
Bonuses []advTreasureBonusDef
InventoryDesc string
RoomAnnounce string // non-empty for tier 5 and special items
}
type advTreasureBonusDef struct {
Type string
Value float64
}
type AdvTreasureDrop struct {
Def *AdvTreasureDef
}
// ── Drop Rates ───────────────────────────────────────────────────────────────
var advTreasureDropRates = map[int]float64{
1: 0.015,
2: 0.012,
3: 0.008,
4: 0.004,
5: 0.0015,
}
const advMaxTreasures = 3
// houseTierTrophyRoom is the T3 "Comfortable" house that unlocks the trophy
// room — a fourth treasure slot.
const houseTierTrophyRoom = 3
// maxTreasuresForTier returns how many treasures a player may hold. The base
// cap is 3; a T3+ house adds the trophy-room slot for a 4th.
//
// The extra slot is a housing perk, but HouseTier is only ever written upward
// (purchase paths; there is no foreclosure/downgrade that writes it back down),
// so a player can only ever hold a 4th treasure while tier>=3. There is
// therefore no reachable state where a held treasure must be revoked at
// bonus-computation time, and the cap is enforced only at the save gate.
func maxTreasuresForTier(houseTier int) int {
n := advMaxTreasures
if houseTier >= houseTierTrophyRoom {
n++
}
return n
}
// ── Treasure Definitions ─────────────────────────────────────────────────────
var advAllTreasures = map[int][]AdvTreasureDef{
1: {
{
Key: "soggy_cellar_crown_jewel", Name: "The Soggy Cellar Crown Jewel", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "foraging_skill", Value: 1}},
InventoryDesc: "The Soggy Cellar Crown Jewel. A button. +1 Foraging.",
},
{
Key: "1up_mushroom_expired", Name: "The 1-Up Mushroom (Expired)", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "special_respawn_halve", Value: 1}}, // v2: not active in v1
InventoryDesc: "The 1-Up Mushroom (Expired). Slightly grey. Once weekly: 12hr respawn.",
},
{
Key: "rat_king_lucky_foot", Name: "The Rat King's Lucky Foot", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -2}},
InventoryDesc: "The Rat King's Lucky Foot. Slightly damp. -2% death chance.",
},
{
Key: "ancient_cellar_medallion", Name: "Ancient Cellar Medallion (Probably)", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "xp_multiplier", Value: 5}},
InventoryDesc: "Ancient Cellar Medallion (Probably). Illegible engravings. +5% dungeon XP.",
},
{
Key: "bent_copper_coin", Name: "The Considerably Bent Copper Coin of Fortune", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "loot_quality", Value: 2}},
InventoryDesc: "The Considerably Bent Copper Coin of Fortune. Very bent. +2% loot quality.",
},
{
Key: "wooden_sword", Name: "The Wooden Sword (It Was Dangerous to Go Alone)", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "combat_level", Value: 1}},
InventoryDesc: "The Wooden Sword. From an old man. +1 Combat. It was dangerous to go alone.",
},
{
Key: "suspicious_mushroom", Name: "Suspicious Mushroom (Do Not Ask Where It's Been)", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "exceptional_chance", Value: 2}},
InventoryDesc: "Suspicious Mushroom. Glowing. Humming. Do not ask. +2% exceptional chance.",
},
{
Key: "power_pellet", Name: "Power Pellet (Slightly Past Its Best)", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -3}},
InventoryDesc: "Power Pellet (Vintage). -3% death chance. The monsters remember.",
},
{
Key: "konami_scroll", Name: "The Konami Scroll", Tier: 1,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 2},
{Type: "mining_skill", Value: 2},
{Type: "foraging_skill", Value: 2},
},
InventoryDesc: "The Konami Scroll. ↑↑↓↓←→←→. +2 all skills. You know what it means.",
},
},
2: {
{
Key: "goblin_warchief_ring", Name: "Goblin Warchief's Signet Ring", Tier: 2,
Bonuses: []advTreasureBonusDef{{Type: "combat_level", Value: 2}},
InventoryDesc: "Goblin Warchief's Signet Ring. Thumb-sized. +2 Combat.",
},
{
Key: "kobold_compass", Name: "The Kobold Cartographer's Compass", Tier: 2,
Bonuses: []advTreasureBonusDef{{Type: "mining_skill", Value: 3}},
InventoryDesc: "Kobold Cartographer's Compass. Fish bone needle. +3 Mining.",
},
{
Key: "spread_gun", Name: "The Spread Gun", Tier: 2,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 4},
{Type: "success_chance", Value: 8},
},
InventoryDesc: "The Spread Gun. You know. +4 Combat, +8% dungeon success.",
},
{
Key: "e_tank", Name: "E-Tank (Partially Full, Handle With Care)", Tier: 2,
Bonuses: []advTreasureBonusDef{{Type: "special_monthly_respawn", Value: 1}}, // v2: not active in v1
InventoryDesc: "E-Tank (Half Full). 12hr respawn on 2nd monthly death. Handle with care.",
},
{
Key: "stone_of_jordan", Name: "The Stone of Jordan", Tier: 2,
Bonuses: []advTreasureBonusDef{
{Type: "mining_skill", Value: 3},
{Type: "foraging_skill", Value: 3},
},
InventoryDesc: "The Stone of Jordan. Fits perfectly. Always. +3 Mining/Foraging.",
},
},
3: {
{
Key: "draugr_memory_stone", Name: "The Draugr's Memory Stone", Tier: 3,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 5},
{Type: "special_weekly_death_pass", Value: 1}, // v2
},
InventoryDesc: "The Draugr's Memory Stone. Warm. +5 Combat, weekly death pass.",
},
{
Key: "ghost_touched_lantern", Name: "Ghost-Touched Lantern", Tier: 3,
Bonuses: []advTreasureBonusDef{
{Type: "foraging_skill", Value: 4},
{Type: "mining_skill", Value: 4},
},
InventoryDesc: "Ghost-Touched Lantern. Glows without fuel. +4 Foraging, +4 Mining.",
},
{
Key: "estus_flask", Name: "The Estus Flask (Cracked But Functional)", Tier: 3,
Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -6}},
InventoryDesc: "Estus Flask (Cracked). Warm. Always warm. -6% death, daily death mitigation.",
},
{
Key: "twinbee_bell", Name: "TwinBee's Bell (Genuine Article)", Tier: 3,
Bonuses: []advTreasureBonusDef{
{Type: "all_skills", Value: 6},
{Type: "xp_multiplier", Value: 5},
},
InventoryDesc: "TwinBee's Bell. Rings on its own. Approves of you. +6 all skills, +5% XP.",
},
},
4: {
{
Key: "hollow_crown", Name: "The Hollow Crown", Tier: 4,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 10},
{Type: "exceptional_chance", Value: 5},
},
InventoryDesc: "The Hollow Crown. Sits crooked. +10 Combat, +5% exceptional dungeon chance.",
},
{
Key: "wardens_last_key", Name: "Warden's Last Key", Tier: 4,
Bonuses: []advTreasureBonusDef{
{Type: "mining_skill", Value: 8},
{Type: "combat_level", Value: 8},
{Type: "special_sealed_vault", Value: 1}, // v2
},
InventoryDesc: "Warden's Last Key. Cold to the touch. +8 Mining/Combat. One use.",
},
{
Key: "thunderfury", Name: "[THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER]", Tier: 4,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 12},
{Type: "success_chance", Value: 10},
},
InventoryDesc: "[THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER]. Yes you got it. +12 Combat.",
RoomAnnounce: "⚡ Did {name} get Thunderfury? {name} got Thunderfury. [THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER] has been found in {location}.",
},
{
Key: "ocarina", Name: "The Ocarina (Cracked, Still Plays)", Tier: 4,
Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 10}},
InventoryDesc: "The Ocarina (Cracked). Three songs. +10 all skills. Do not play the third one.",
},
},
5: {
{
Key: "shard_of_unnamed", Name: "Shard of the Unnamed", Tier: 5,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 15},
{Type: "xp_multiplier", Value: 10},
{Type: "death_chance", Value: -5},
},
InventoryDesc: "Shard of the Unnamed. +15 Combat, +10% XP, -5% death.",
RoomAnnounce: "🔴 {name} has recovered the Shard of the Unnamed from the Abyssal Maw. The server feels different.",
},
{
Key: "cartographers_final_map", Name: "The Cartographer's Final Map", Tier: 5,
Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 12}},
InventoryDesc: "The Cartographer's Final Map. Updates on its own. +12 all skills, full map.",
RoomAnnounce: "🔴 {name} has found the Cartographer's Final Map in the Abyssal Maw. It has their name on it. It always did.",
},
{
Key: "triforce_shard", Name: "The Triforce Shard (One Third of Something Larger)", Tier: 5,
Bonuses: []advTreasureBonusDef{
{Type: "all_skills", Value: 5},
{Type: "death_chance", Value: -8},
// Note: +15 to chosen skill is v2 interactive
},
InventoryDesc: "Triforce Shard (×1/3). Warm. Waiting. +5 all skills, -8% death.",
RoomAnnounce: "🔺 {name} has recovered a Triforce Shard from the Abyssal Maw. One third of something. The other two thirds are somewhere. Probably.",
},
{
Key: "the_corridor", Name: "The Corridor (You Know the One)", Tier: 5,
Bonuses: []advTreasureBonusDef{
{Type: "all_skills", Value: 12},
{Type: "special_monthly_death_bypass", Value: 1}, // v2
},
InventoryDesc: "The Corridor. Folded. Don't look back. +12 all skills, monthly death bypass.",
RoomAnnounce: "🔴 {name} found The Corridor in the Abyssal Maw. They know the one. So does it.",
},
},
}
// ── Treasure Drop Logic ──────────────────────────────────────────────────────
// rollAdvTreasureDropDetailed returns the drop (or nil) plus the random roll
// and the effective drop rate, so callers can surface near-miss feedback
// ("rolled 1.8% vs 1.5% chance — just missed"). Players never see treasure
// math otherwise, which makes rare drops feel mythical.
//
// weight scales the base rate for the moment that produced the roll: a boss
// kill is worth more than a corridor skirmish. The chat-level bonus is added
// after scaling so it stays a flat contribution rather than being multiplied
// up alongside it.
func rollAdvTreasureDropDetailed(tier int, userID id.UserID, chatLevel int, weight float64) (drop *AdvTreasureDrop, roll, rate float64) {
r, ok := advTreasureDropRates[tier]
if !ok {
return nil, 0, 0
}
rate = r*weight + chatLevelRareBonus(chatLevel)
roll = rand.Float64()
if roll >= rate {
return nil, roll, rate
}
pool, ok := advAllTreasures[tier]
if !ok || len(pool) == 0 {
return nil, roll, rate
}
// Pick random treasure
def := &pool[rand.IntN(len(pool))]
// Duplicate check
owns, err := advUserOwnsTreasure(userID, def.Key)
if err != nil || owns {
// Reroll once
def = &pool[rand.IntN(len(pool))]
owns, err = advUserOwnsTreasure(userID, def.Key)
if err != nil || owns {
return nil, roll, rate // both rolls duplicated
}
}
return &AdvTreasureDrop{Def: def}, roll, rate
}
// rollAdvTreasureDrop is the legacy single-return variant used by call sites
// that don't surface near-miss feedback (auto-babysit, twinbee shares).
func rollAdvTreasureDrop(tier int, userID id.UserID, chatLevel int) *AdvTreasureDrop {
d, _, _ := rollAdvTreasureDropDetailed(tier, userID, chatLevel, 1)
return d
}
// ── Treasure Comparison ─────────────────────────────────────────────────────
// advTreasureIrreplaceable reports whether a treasure carries a bonus type
// that can't be replicated by another drop (e.g. monthly death bypass).
// Such treasures are excluded from auto-swap and fall back to the manual
// discard prompt so the player consciously chooses to give one up.
func advTreasureIrreplaceable(def *AdvTreasureDef) bool {
if def == nil {
return false
}
for _, b := range def.Bonuses {
if strings.HasPrefix(b.Type, "special_") {
return true
}
}
return false
}
// advTreasureRank produces a comparable triple (tier, bonusCount, key) for
// auto-swap decisions. Bonuses are heterogeneous and there's no honest
// scalar comparator — we use tier first, then bonus count as a tiebreaker,
// then the deterministic key so equal-rank ties prefer the existing item
// (no churn). Higher tuple = better treasure.
type advTreasureRankKey struct {
Tier int
BonusCount int
Key string
}
func advTreasureRank(def *AdvTreasureDef) advTreasureRankKey {
if def == nil {
return advTreasureRankKey{}
}
return advTreasureRankKey{Tier: def.Tier, BonusCount: len(def.Bonuses), Key: def.Key}
}
// advTreasureRankBetter reports whether a is strictly better than b.
// Equal-rank returns false (caller treats this as "keep existing").
func advTreasureRankBetter(a, b advTreasureRankKey) bool {
if a.Tier != b.Tier {
return a.Tier > b.Tier
}
if a.BonusCount != b.BonusCount {
return a.BonusCount > b.BonusCount
}
// Deterministic but neutral tiebreak — different keys aren't "better"
// than each other, so equal Tier+BonusCount means no swap.
return false
}
// ── Treasure DB Operations ───────────────────────────────────────────────────
func advSaveTreasure(userID id.UserID, def *AdvTreasureDef) error {
d := db.Get()
tx, err := d.Begin()
if err != nil {
return err
}
defer tx.Rollback()
for _, bonus := range def.Bonuses {
_, err := tx.Exec(`
INSERT OR IGNORE INTO adventure_treasures (user_id, treasure_key, name, tier, bonus_type, bonus_value)
VALUES (?, ?, ?, ?, ?, ?)`,
string(userID), def.Key, def.Name, def.Tier, bonus.Type, bonus.Value)
if err != nil {
return err
}
}
return tx.Commit()
}
func advDiscardTreasure(userID id.UserID, treasureKey string) error {
d := db.Get()
_, err := d.Exec(`DELETE FROM adventure_treasures WHERE user_id = ? AND treasure_key = ?`,
string(userID), treasureKey)
return err
}
func advCountTreasures(userID id.UserID) (int, error) {
d := db.Get()
var count int
err := d.QueryRow(`
SELECT COUNT(DISTINCT treasure_key) FROM adventure_treasures WHERE user_id = ?`,
string(userID)).Scan(&count)
return count, err
}
func advUserOwnsTreasure(userID id.UserID, treasureKey string) (bool, error) {
d := db.Get()
var count int
err := d.QueryRow(`
SELECT COUNT(*) FROM adventure_treasures WHERE user_id = ? AND treasure_key = ?`,
string(userID), treasureKey).Scan(&count)
return count > 0, err
}
func loadAdvTreasureBonuses(userID id.UserID) ([]AdvTreasureBonus, error) {
d := db.Get()
rows, err := d.Query(`
SELECT treasure_key, name, tier, bonus_type, bonus_value
FROM adventure_treasures WHERE user_id = ?`, string(userID))
if err != nil {
return nil, err
}
defer rows.Close()
var bonuses []AdvTreasureBonus
for rows.Next() {
var b AdvTreasureBonus
if err := rows.Scan(&b.TreasureKey, &b.Name, &b.Tier, &b.BonusType, &b.BonusValue); err != nil {
return nil, err
}
bonuses = append(bonuses, b)
}
return bonuses, rows.Err()
}
// advUserTreasures returns the distinct treasures a user owns (for display/discard prompts).
func advUserTreasures(userID id.UserID) ([]AdvTreasureDef, error) {
d := db.Get()
rows, err := d.Query(`
SELECT DISTINCT treasure_key, name, tier
FROM adventure_treasures WHERE user_id = ?
ORDER BY tier, treasure_key`, string(userID))
if err != nil {
return nil, err
}
defer rows.Close()
var treasures []AdvTreasureDef
for rows.Next() {
var t AdvTreasureDef
if err := rows.Scan(&t.Key, &t.Name, &t.Tier); err != nil {
return nil, err
}
// Look up full definition
for tier, defs := range advAllTreasures {
for _, def := range defs {
if def.Key == t.Key {
t = def
t.Tier = tier
break
}
}
}
treasures = append(treasures, t)
}
return treasures, rows.Err()
}