Files
gogobee/internal/plugin/dnd_equipment.go
prosolis c2fdc63b51 UX S4: magic-item polish — slot fixes, swap-back, shop & sheet truth-up
B4: Slot classifier no longer treats "Springing" / "Snaring" / "Devouring"
as ring matches; tokenises by word boundary instead of raw substring.
Adds DnDSlotCloak so cloaks/capes/mantles/wings stop evicting body armor
from the chest slot. Regenerated magic_items_srd_data.go: boots_of_*,
gloves_of_missile_snaring, bag_of_devouring, talismans, and 6 cloaks all
land in the right slot.

R4: equipMagicItem swap-back returns the prior occupant at full Value
instead of half — swapping a curio shouldn't tax it.

R5: Attunement count is recomputed *after* the swap-back so freeing the
prior occupant's bond opens the slot for the incoming item.

R1: Inventory tags magic_item rows with 🔮 + rarity label and prints a
single equip-magic footer when any are present.

R6: Sheet's Magic Items block marks unbonded items as **(inactive)**
with the reason (cap full vs unbonded), so over-cap items aren't silent.

R7: New activeMagicItemsLine surfaces a one-shot "your curios stir: …"
at combat-start in both the dungeon path and !fight, mirroring the way
class passives are surfaced.

R8/R9: dropMagicItemLoot pretty-prints rarity, drops "wondrous", calls
attunement "needs bonding", appends "auto-uses in combat" for
potions/scrolls, and routes persistence errors to slog instead of
leaking %v into chat.

R2/R3: Curios shelf now shows "Very Rare" not "very_rare", drops the
bare "wondrous" word (the effect line carries it), renders the codified
magicItemEffectSummary above the SRD desc, and ends with a one-line
plain-language "what is bonding" footnote.

R10: Curios stock day flips at 06:00 UTC instead of midnight so EU
players don't see a fresh shelf at 1 a.m. mid-session.

R11: Curios buy resolver disambiguates fuzzy matches — typing "ring"
when several rings are on the shelf lists candidates instead of
silently selling the first.

P1: Greeting grid pairs Curios with an Exit chip so the 2-column
emoji layout doesn't dangle.

P2: Equip-magic empty state trimmed to one line.

P4 (back-from-curios reprompt) deferred — the existing back-flow is
correct, just verbose; not worth the surface-area expansion this
session.

Tests: word-boundary classifier, cloak/chest coexistence, full-value
swap-back. go test ./... + go vet clean.
2026-05-14 22:37:47 -07:00

142 lines
4.3 KiB
Go

package plugin
// Phase 4 — D&D equipment view.
//
// Strategy per v1.1 §7.3: legacy adventure_equipment is the source of truth
// for what a player has equipped. The D&D layer maps the 5-slot legacy
// scheme onto the 10-slot D&D scheme at read time. No migration writes
// happen. The five new slots (legs, hands, ring_1, ring_2, amulet) are
// reserved for future drops and stay empty for now.
// DnDSlot is the canonical D&D equipment slot. legacy adventure_equipment
// stores items under EquipmentSlot (weapon/armor/helmet/boots/tool); we
// map those into D&D slots in mapLegacySlot.
type DnDSlot string
const (
DnDSlotHead DnDSlot = "head"
DnDSlotChest DnDSlot = "chest"
DnDSlotLegs DnDSlot = "legs"
DnDSlotHands DnDSlot = "hands"
DnDSlotFeet DnDSlot = "feet"
DnDSlotMainHand DnDSlot = "main_hand"
DnDSlotOffHand DnDSlot = "off_hand"
DnDSlotRing1 DnDSlot = "ring_1"
DnDSlotRing2 DnDSlot = "ring_2"
DnDSlotAmulet DnDSlot = "amulet"
// DnDSlotCloak is a magic-item-only slot. Cloaks/capes/mantles drape over
// chest armor in 5e fiction, so giving them their own slot lets a player
// wear a Cloak of Protection on top of a Mithral Plate without one
// silently evicting the other. The legacy equipment mapper never targets
// this slot — only magic_items_srd_data.go writes to it.
DnDSlotCloak DnDSlot = "cloak"
)
// dndSlotOrder controls display order for !sheet.
var dndSlotOrder = []DnDSlot{
DnDSlotHead, DnDSlotChest, DnDSlotCloak, DnDSlotLegs, DnDSlotHands, DnDSlotFeet,
DnDSlotMainHand, DnDSlotOffHand,
DnDSlotRing1, DnDSlotRing2, DnDSlotAmulet,
}
// mapLegacySlot translates a legacy EquipmentSlot into the D&D slot it
// occupies in the new view. The legacy `tool` slot is mapped to off_hand
// since tools (pickaxes, fishing rods, etc.) function as off-hand items.
func mapLegacySlot(s EquipmentSlot) DnDSlot {
switch s {
case SlotWeapon:
return DnDSlotMainHand
case SlotArmor:
return DnDSlotChest
case SlotHelmet:
return DnDSlotHead
case SlotBoots:
return DnDSlotFeet
case SlotTool:
return DnDSlotOffHand
}
return ""
}
// ── Rarity inference ─────────────────────────────────────────────────────────
// DnDRarity tags an item for D&D-style display. Inferred from the legacy
// tier + masterwork flag. New drops with explicit dnd_rarity (Phase 4+
// loot generation) skip this inference.
type DnDRarity string
const (
RarityCommon DnDRarity = "Common"
RarityUncommon DnDRarity = "Uncommon"
RarityRare DnDRarity = "Rare"
RarityEpic DnDRarity = "Epic"
RarityVeryRare DnDRarity = "VeryRare"
RarityLegendary DnDRarity = "Legendary"
)
// rarityIcon — leading symbol for !sheet rendering (color stand-ins for
// terminals that don't render emoji color squares well).
func rarityIcon(r DnDRarity) string {
switch r {
case RarityCommon:
return "⬜"
case RarityUncommon:
return "🟩"
case RarityRare:
return "🟦"
case RarityEpic, RarityVeryRare:
return "🟪"
case RarityLegendary:
return "🟧"
}
return ""
}
// inferRarity maps legacy gear (tier + masterwork + arena_set) to a D&D
// rarity tier. Used at read time when dnd_rarity is empty.
func inferRarity(tier int, masterwork bool, arenaTier int) DnDRarity {
if masterwork {
// Masterwork is the legacy version of "this gear is special" —
// always treat as at least Rare to match its mechanical weight.
if tier >= 5 {
return RarityEpic
}
return RarityRare
}
if arenaTier > 0 {
// Arena set gear: rarity scales with arena tier.
switch arenaTier {
case 1, 2:
return RarityUncommon
case 3:
return RarityRare
case 4:
return RarityEpic
default:
return RarityLegendary
}
}
switch {
case tier <= 2:
return RarityCommon
case tier <= 4:
return RarityUncommon
case tier <= 6:
return RarityRare
case tier <= 8:
return RarityEpic
default:
return RarityLegendary
}
}
// equipmentRarity returns the rarity to display for an AdvEquipment row.
// Honors any explicit dnd_rarity on the row (Phase 4+ loot drops);
// otherwise falls back to inferRarity.
func equipmentRarity(eq *AdvEquipment) DnDRarity {
if eq == nil {
return RarityCommon
}
return inferRarity(eq.Tier, eq.Masterwork, eq.ArenaTier)
}