Files
gogobee/internal/plugin/dnd_cast.go
prosolis dfa7beeb96 Adv 2.0 D&D polish: GM→DM rename, streamed zone combat, end-to-end scenario test
GM→DM rename across docs and code (GMNarrationType→DMNarrationType,
GMState→DMState, narration constants, comments) so the system reads as
"Dungeon Master" everywhere. Player-visible "GM mood" wording stays
where it appears in flavor.

Streamed zone/expedition combat: zone advance now stages patrol →
patrol play-by-play → patrol resolution → room intro → room play-by-play
→ final outcome through sendZoneCombatMessages with 2–3s pacing
(arena keeps its 5–8s window). Combat narrative lines pick up a compact
d20-vs-AC roll annotation for hit/crit/miss/block events.

Combat outcome polish: dndHPSnapshot lets narration show sheet HP
rather than legacy combat-engine HP, and markAdventureDead clears the
zombie state where hp_current was 0 but the legacy alive flag stayed
true after a D&D-layer KO.

Adv 2.0 announcement (ADVENTURE_2.0_ANNOUNCEMENT.md), README rewrite
covering the new layer, and adv2_scenario_test.go — a full
zone-run + expedition + harvest playthrough against a copy of the prod
DB asserting persisted state end-to-end.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00

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package plugin
import (
"encoding/json"
"fmt"
"log/slog"
"math/rand/v2"
"sort"
"strconv"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
// Phase 9 SP2 — !cast / !spells / !prepare commands and out-of-combat
// resolution. Combat-time resolution of pending_cast lives in dnd_combat.go
// (SP3).
//
// Casting model:
// - Cantrips: no slot cost. Damage cantrips queue as pending_cast for
// next combat. Utility cantrips (Mending, Message, Minor Illusion,
// Guidance) resolve immediately with a flavorful response.
// - Leveled spells: consume a slot at cast time (audit-style save-then-
// debit). DAMAGE_*, CONTROL, BUFF_SELF/ALLY queue as pending_cast.
// HEAL and UTILITY resolve immediately.
// - Reaction spells (Shield, Counterspell, Absorb Elements) refuse with
// a "Phase 11" note — they require the boss turn-based engine.
//
// Cross-player targeting (--target @user) is deliberately deferred. SP2
// supports self-target only. Heals on self work; ally buffs queue with the
// caster as the target until SP3 wires up the multi-player resolution.
// PendingCast is the shape stored in dnd_character.pending_cast (JSON blob).
// Keep this minimal — the combat layer resolves the actual numbers on fire.
type PendingCast struct {
SpellID string `json:"spell"`
SlotLevel int `json:"slot"` // 0 for cantrips
Target string `json:"target,omitempty"`
}
func encodePendingCast(p PendingCast) string {
b, _ := json.Marshal(p)
return string(b)
}
func decodePendingCast(s string) (PendingCast, bool) {
if s == "" {
return PendingCast{}, false
}
var p PendingCast
if err := json.Unmarshal([]byte(s), &p); err != nil {
return PendingCast{}, false
}
if p.SpellID == "" {
return PendingCast{}, false
}
return p, true
}
// ── !cast command ────────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleDnDCastCmd(ctx MessageContext, args string) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
args = strings.TrimSpace(args)
advChar, _ := loadAdvCharacter(ctx.Sender)
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
if err != nil || c == nil {
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
}
if !isSpellcaster(c) {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s isn't a caster class. `!cast` is for Mage, Cleric, Ranger, and Arcane Trickster Rogues (L5+).",
titleClass(c.Class)))
}
if args == "" {
return p.SendDM(ctx.Sender, renderCastHelp(c))
}
// Parse: --drop is a special form ("!cast --drop" or "!cast drop").
lower := strings.ToLower(args)
if lower == "--drop" || lower == "drop" {
return p.dndCastDrop(ctx, c)
}
// Parse spell name + optional --upcast N.
tokens := strings.Fields(args)
upcast := 0
var spellTokens []string
for i := 0; i < len(tokens); i++ {
switch tokens[i] {
case "--upcast":
if i+1 < len(tokens) {
n, err := strconv.Atoi(tokens[i+1])
if err == nil {
upcast = n
}
i++
}
case "--target":
// Reserved for SP3 — accept and ignore for now.
if i+1 < len(tokens) {
i++
}
default:
spellTokens = append(spellTokens, tokens[i])
}
}
if len(spellTokens) == 0 {
return p.SendDM(ctx.Sender, "Usage: `!cast <spell> [--upcast N]`. Run `!spells` to list options.")
}
spell, ok := parseSpell(strings.Join(spellTokens, " "))
if !ok {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Unknown spell %q. Run `!spells` to list what you know.", strings.Join(spellTokens, " ")))
}
// Class gate. Arcane Trickster Rogues use the Mage spell list (Phase 10
// SUB2-AT), so accept Mage-tagged spells when the player has that subclass.
effectiveClass := c.Class
if c.Class == ClassRogue && c.Subclass == SubclassArcaneTrickster {
effectiveClass = ClassMage
}
classOK := false
for _, cl := range spell.Classes {
if cl == effectiveClass {
classOK = true
break
}
}
if !classOK {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s is not on the %s spell list.", spell.Name, titleClass(c.Class)))
}
// AT slot ceiling — capped at L1 until L7 (then L2), tracks third-caster
// progression. Refuse upcasting beyond what the subclass actually has.
if c.Class == ClassRogue && c.Subclass == SubclassArcaneTrickster {
if max := highestAvailableSlotForChar(c); spell.Level > max {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Arcane Trickster L%d only has up to L%d slots.", c.Level, max))
}
}
// Reaction spells deferred — combat is one-shot SimulateCombat, no
// per-turn windows where a reaction could trigger. Will land alongside
// turn-based combat when that arrives.
if spell.Effect == EffectReaction {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s is a reaction spell — those aren't usable yet (combat resolves in one beat, no reaction window). Pick a different spell.", spell.Name))
}
// Known + prepared check.
known, prepared, err := playerKnowsSpell(ctx.Sender, spell.ID)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't check your spell list.")
}
if !known {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You don't know %s yet.", spell.Name))
}
if !prepared {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s isn't prepared today. Run `!prepare %s` first.", spell.Name, spell.ID))
}
// Determine slot level.
slotLevel := spell.Level
if upcast > slotLevel && spell.Level > 0 {
slotLevel = upcast
}
if slotLevel < 0 || slotLevel > 5 {
return p.SendDM(ctx.Sender, "Slot level out of range (15).")
}
// Concentration conflict: if spell needs concentration and player has
// another active, warn (we'll supersede on the actual cast).
supersedes := ""
if spell.Concentration {
if active := concentrationActive(c); active != "" && active != spell.ID {
supersedes = active
}
}
// Material cost (Revivify, Raise Dead).
if spell.MaterialCost > 0 {
if p.euro == nil || !p.euro.Debit(ctx.Sender, float64(spell.MaterialCost), "dnd_spell_component") {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s needs a %d-coin diamond component you can't afford.", spell.Name, spell.MaterialCost))
}
}
// Slot consumption (cantrips skip).
if spell.Level > 0 {
ok, err := consumeSpellSlot(ctx.Sender, slotLevel)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't consume slot: "+err.Error())
}
if !ok {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"No L%d slot available. %s", slotLevel, renderSlotsBrief(ctx.Sender)))
}
}
// Resolve. Audit pattern: for queueing effects, save state BEFORE we
// would otherwise consider the action committed. The slot is already
// debited above; if SaveDnDCharacter fails we refund.
switch spell.Effect {
case EffectSpellHeal:
return p.resolveHealOutOfCombat(ctx, c, spell, slotLevel)
case EffectUtility:
return p.resolveUtility(ctx, c, spell, slotLevel)
default:
// DAMAGE_*, CONTROL, BUFF_SELF/ALLY → queue for next combat.
return p.queuePendingCast(ctx, c, spell, slotLevel, supersedes)
}
}
// ── Out-of-combat: HEAL ──────────────────────────────────────────────────────
func (p *AdventurePlugin) resolveHealOutOfCombat(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int) error {
dice, faces, _ := parseDamageDice(spell.DamageDice)
if dice == 0 {
dice, faces = 1, 8 // safety fallback
}
// Upcast scales healing. Most heal spells are "+1d8 per slot above 1st".
extra := slotLevel - spell.Level
if extra < 0 {
extra = 0
}
totalDice := dice + extra
heal := 0
supreme := lifeDomainSupremeHealing(c)
for i := 0; i < totalDice; i++ {
if supreme {
heal += faces
} else {
heal += 1 + rand.IntN(faces)
}
}
heal += abilityModifier(c.WIS)
heal += lifeDomainHealBonus(c, spell, slotLevel)
before := c.HPCurrent
c.HPCurrent = min(c.HPMax, c.HPCurrent+heal)
delta := c.HPCurrent - before
if err := SaveDnDCharacter(c); err != nil {
// Refund the slot.
if spell.Level > 0 {
_ = refundSpellSlot(ctx.Sender, slotLevel)
}
return p.SendDM(ctx.Sender, "Couldn't apply heal: "+err.Error())
}
return p.SendDM(ctx.Sender, fmt.Sprintf(
"🩹 **%s** — restored %d HP (%d → %d / %d). %s",
spell.Name, delta, before, c.HPCurrent, c.HPMax,
renderSlotsBrief(ctx.Sender)))
}
// ── Out-of-combat: UTILITY ──────────────────────────────────────────────────
func (p *AdventurePlugin) resolveUtility(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int) error {
// Most utility spells are pure narrative — they produce a flavor line
// and a confirmation. A few (Mage Armor, Hunter's Mark, etc.) are
// concentration buffs that fire as pending_cast in combat. Those are
// classified as BUFF_* in the registry, not UTILITY, so we don't see
// them here. Concentration UTILITY spells (Detect Magic, Beast Sense)
// merely set the concentration flag; combat doesn't care.
supersedes := ""
if spell.Concentration {
supersedes = setConcentration(c, spell.ID, utilityConcentrationDuration(spell))
}
if err := SaveDnDCharacter(c); err != nil {
if spell.Level > 0 {
_ = refundSpellSlot(ctx.Sender, slotLevel)
}
return p.SendDM(ctx.Sender, "Couldn't save state: "+err.Error())
}
msg := fmt.Sprintf("✨ **%s** — %s", spell.Name, spell.Description)
if supersedes != "" {
msg += fmt.Sprintf("\n_(Concentration shifts: %s ended.)_", displaySpellName(supersedes))
}
if spell.Level > 0 {
msg += "\n" + renderSlotsBrief(ctx.Sender)
}
return p.SendDM(ctx.Sender, msg)
}
func utilityConcentrationDuration(spell SpellDefinition) time.Duration {
// Phase 9 keeps durations narrative — anything that lasts past a long
// rest is reset by long rest anyway. Use a generous default.
switch spell.ID {
case "detect_magic", "beast_sense":
return 10 * time.Minute
}
return 1 * time.Hour
}
// ── Queue for next combat ───────────────────────────────────────────────────
func (p *AdventurePlugin) queuePendingCast(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int, supersedes string) error {
if c.PendingCast != "" {
// Refund the slot we just consumed.
if spell.Level > 0 {
_ = refundSpellSlot(ctx.Sender, slotLevel)
}
prev, _ := decodePendingCast(c.PendingCast)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You already have **%s** queued. Cast `!cast --drop` to clear it first.",
displaySpellName(prev.SpellID)))
}
pc := PendingCast{SpellID: spell.ID, SlotLevel: slotLevel}
c.PendingCast = encodePendingCast(pc)
if spell.Concentration {
setConcentration(c, spell.ID, 1*time.Hour)
}
// Audit pattern (Fix C): save-then-the-rest. Slot already debited; on
// save failure, refund slot and concentration.
if err := SaveDnDCharacter(c); err != nil {
if spell.Level > 0 {
_ = refundSpellSlot(ctx.Sender, slotLevel)
}
c.ConcentrationSpell = ""
c.ConcentrationExpiresAt = nil
return p.SendDM(ctx.Sender, "Couldn't queue spell: "+err.Error())
}
msg := fmt.Sprintf("✨ **%s** queued for next combat.", spell.Name)
if slotLevel > spell.Level {
msg += fmt.Sprintf(" _(upcast to L%d)_", slotLevel)
}
if supersedes != "" {
msg += fmt.Sprintf("\n_(Concentration shifts: %s ended.)_", displaySpellName(supersedes))
}
if spell.Level > 0 {
msg += "\n" + renderSlotsBrief(ctx.Sender)
}
return p.SendDM(ctx.Sender, msg)
}
// ── !cast --drop ─────────────────────────────────────────────────────────────
func (p *AdventurePlugin) dndCastDrop(ctx MessageContext, c *DnDCharacter) error {
if c.PendingCast == "" && c.ConcentrationSpell == "" {
return p.SendDM(ctx.Sender, "Nothing queued and no concentration active.")
}
// Refund the queued slot (if any) — voluntary drop is the player's
// choice; restore the slot rather than forfeit it.
if pc, ok := decodePendingCast(c.PendingCast); ok && pc.SlotLevel > 0 {
_ = refundSpellSlot(ctx.Sender, pc.SlotLevel)
}
dropped := []string{}
if pc, ok := decodePendingCast(c.PendingCast); ok {
dropped = append(dropped, displaySpellName(pc.SpellID)+" (queued)")
}
if c.ConcentrationSpell != "" {
dropped = append(dropped, displaySpellName(c.ConcentrationSpell)+" (concentration)")
}
c.PendingCast = ""
c.ConcentrationSpell = ""
c.ConcentrationExpiresAt = nil
if err := SaveDnDCharacter(c); err != nil {
return p.SendDM(ctx.Sender, "Couldn't drop: "+err.Error())
}
return p.SendDM(ctx.Sender, "Dropped: "+strings.Join(dropped, ", ")+".")
}
// ── !spells command ─────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleDnDSpellsCmd(ctx MessageContext, args string) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
advChar, _ := loadAdvCharacter(ctx.Sender)
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
if err != nil || c == nil {
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
}
if !isSpellcaster(c) {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s isn't a caster class.", titleClass(c.Class)))
}
args = strings.TrimSpace(args)
if strings.HasPrefix(strings.ToLower(args), "learn ") {
return p.handleSpellsLearn(ctx, c, strings.TrimSpace(args[6:]))
}
return p.SendDM(ctx.Sender, renderSpellsList(c))
}
func renderSpellsList(c *DnDCharacter) string {
var b strings.Builder
b.WriteString(fmt.Sprintf("**Spellbook — %s L%d**\n\n",
titleClass(c.Class), c.Level))
known, _ := listKnownSpells(c.UserID)
if len(known) == 0 {
b.WriteString("_No spells known. Run `!spells learn <name>` to add one._\n")
} else {
// Group by spell level.
byLevel := map[int][]knownSpellRow{}
for _, k := range known {
s, ok := lookupSpell(k.SpellID)
if !ok {
continue
}
byLevel[s.Level] = append(byLevel[s.Level], k)
}
levels := []int{}
for lvl := range byLevel {
levels = append(levels, lvl)
}
sort.Ints(levels)
for _, lvl := range levels {
label := fmt.Sprintf("L%d", lvl)
if lvl == 0 {
label = "Cantrip"
}
b.WriteString(fmt.Sprintf("__%s__\n", label))
for _, k := range byLevel[lvl] {
s, _ := lookupSpell(k.SpellID)
prepStr := ""
if c.Class == ClassCleric && s.Level > 0 {
if k.Prepared {
prepStr = " ✅"
} else {
prepStr = " ⬜"
}
}
b.WriteString(fmt.Sprintf(" • **%s**%s — %s\n", s.Name, prepStr, s.Description))
}
}
}
slots, _ := getSpellSlots(c.UserID)
b.WriteString("\n**Slots:** " + renderSlotLine(slots) + "\n")
b.WriteString(fmt.Sprintf("**Spell DC:** %d **Spell Atk:** +%d\n",
spellSaveDC(c), spellAttackBonus(c)))
if c.Class == ClassMage {
count, _ := mageLeveledKnownCount(c.UserID)
cap := mageKnownSpellsCap(c.Level)
b.WriteString(fmt.Sprintf("**Spellbook:** %d/%d leveled spells", count, cap))
if avail := cap - count; avail > 0 {
b.WriteString(fmt.Sprintf(" _(can learn %d more)_", avail))
}
b.WriteString("\n")
}
if pc, ok := decodePendingCast(c.PendingCast); ok {
b.WriteString(fmt.Sprintf("\n_Queued: **%s**", displaySpellName(pc.SpellID)))
if pc.SlotLevel > 0 {
b.WriteString(fmt.Sprintf(" (L%d slot)", pc.SlotLevel))
}
b.WriteString(" — fires next combat._\n")
}
if c.ConcentrationSpell != "" && concentrationActive(c) != "" {
b.WriteString(fmt.Sprintf("_Concentrating on **%s**._\n",
displaySpellName(c.ConcentrationSpell)))
}
b.WriteString("\nSlots refresh on long rest.")
return b.String()
}
// ── !spells learn (Mage spellbook) ───────────────────────────────────────────
func (p *AdventurePlugin) handleSpellsLearn(ctx MessageContext, c *DnDCharacter, raw string) error {
if c.Class != ClassMage {
return p.SendDM(ctx.Sender, "`!spells learn` is for Mage. Cleric uses `!prepare`; Ranger spells are auto-known.")
}
if raw == "" {
return p.SendDM(ctx.Sender, "Usage: `!spells learn <spell name>`")
}
spell, ok := parseSpell(raw)
if !ok {
return p.SendDM(ctx.Sender, fmt.Sprintf("Unknown spell %q.", raw))
}
classOK := false
for _, cl := range spell.Classes {
if cl == ClassMage {
classOK = true
}
}
if !classOK {
return p.SendDM(ctx.Sender, fmt.Sprintf("%s isn't on the Mage spell list.", spell.Name))
}
if spell.Level > highestAvailableSlot(ClassMage, c.Level) && spell.Level > 0 {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"L%d spells require Mage level %d+.", spell.Level, requiredMageLevelFor(spell.Level)))
}
known, _, err := playerKnowsSpell(ctx.Sender, spell.ID)
if err == nil && known {
return p.SendDM(ctx.Sender, "You already know "+spell.Name+".")
}
// Cap applies to leveled spells only — cantrips are unbounded.
if spell.Level > 0 {
count, err := mageLeveledKnownCount(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't check your spellbook.")
}
cap := mageKnownSpellsCap(c.Level)
if count >= cap {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Spellbook is full (%d/%d). Level up to learn more leveled spells.",
count, cap))
}
}
if err := addKnownSpell(ctx.Sender, spell.ID, "class", true); err != nil {
return p.SendDM(ctx.Sender, "Couldn't learn: "+err.Error())
}
return p.SendDM(ctx.Sender, fmt.Sprintf("📖 Learned **%s**.", spell.Name))
}
func requiredMageLevelFor(slotLevel int) int {
switch slotLevel {
case 1:
return 1
case 2:
return 3
case 3:
return 5
case 4:
return 7
case 5:
return 9
}
return 1
}
// ── !prepare command (Cleric stub — full SP4) ───────────────────────────────
func (p *AdventurePlugin) handleDnDPrepareCmd(ctx MessageContext, args string) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
advChar, _ := loadAdvCharacter(ctx.Sender)
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
if err != nil || c == nil {
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
}
if c.Class != ClassCleric {
return p.SendDM(ctx.Sender, "`!prepare` is for Cleric. Mage uses `!spells learn`; Ranger spells are auto-known.")
}
args = strings.TrimSpace(args)
if args == "" {
return p.SendDM(ctx.Sender, renderClericPrepStatus(c))
}
clear := false
if strings.HasPrefix(strings.ToLower(args), "clear ") {
clear = true
args = strings.TrimSpace(args[6:])
}
spell, ok := parseSpell(args)
if !ok {
return p.SendDM(ctx.Sender, fmt.Sprintf("Unknown spell %q.", args))
}
if spell.Level == 0 {
return p.SendDM(ctx.Sender, "Cantrips are always prepared.")
}
known, _, err := playerKnowsSpell(ctx.Sender, spell.ID)
if err != nil || !known {
return p.SendDM(ctx.Sender, fmt.Sprintf("%s isn't on your known list.", spell.Name))
}
if clear {
if err := setSpellPrepared(ctx.Sender, spell.ID, false); err != nil {
return p.SendDM(ctx.Sender, "Couldn't unprepare: "+err.Error())
}
return p.SendDM(ctx.Sender, fmt.Sprintf("Unprepared **%s**.", spell.Name))
}
// Cap = WIS mod + Cleric level. Cantrips don't count.
cap := abilityModifier(c.WIS) + c.Level
if cap < 1 {
cap = 1
}
rows, _ := listKnownSpells(ctx.Sender)
prepCount := 0
for _, r := range rows {
s, ok := lookupSpell(r.SpellID)
if !ok || s.Level == 0 {
continue
}
if r.Prepared && r.SpellID != spell.ID {
prepCount++
}
}
if prepCount+1 > cap {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Prep cap is %d. Unprepare a spell first: `!prepare clear <name>`.", cap))
}
if err := setSpellPrepared(ctx.Sender, spell.ID, true); err != nil {
return p.SendDM(ctx.Sender, "Couldn't prepare: "+err.Error())
}
return p.SendDM(ctx.Sender, fmt.Sprintf("📖 Prepared **%s** (%d/%d).",
spell.Name, prepCount+1, cap))
}
func renderClericPrepStatus(c *DnDCharacter) string {
cap := abilityModifier(c.WIS) + c.Level
if cap < 1 {
cap = 1
}
rows, _ := listKnownSpells(c.UserID)
prepCount := 0
for _, r := range rows {
s, ok := lookupSpell(r.SpellID)
if !ok || s.Level == 0 {
continue
}
if r.Prepared {
prepCount++
}
}
return fmt.Sprintf("**Prepared spells:** %d/%d. Run `!prepare <spell>` to add, `!prepare clear <spell>` to remove. Long rest re-opens choices.",
prepCount, cap)
}
// ── helpers ──────────────────────────────────────────────────────────────────
func renderCastHelp(c *DnDCharacter) string {
var b strings.Builder
b.WriteString("**Cast a spell**\n\n")
b.WriteString("Usage: `!cast <spell> [--upcast N]`\n")
b.WriteString(" `!cast --drop` to clear queued/concentration.\n\n")
b.WriteString("Run `!spells` for your full list.\n\n")
if pc, ok := decodePendingCast(c.PendingCast); ok {
b.WriteString(fmt.Sprintf("_Currently queued: **%s**._\n", displaySpellName(pc.SpellID)))
}
if c.ConcentrationSpell != "" && concentrationActive(c) != "" {
b.WriteString(fmt.Sprintf("_Concentrating on **%s**._\n",
displaySpellName(c.ConcentrationSpell)))
}
b.WriteString("\n" + renderSlotsBrief(c.UserID))
return b.String()
}
func renderSlotsBrief(userID id.UserID) string {
slots, err := getSpellSlots(userID)
if err != nil {
slog.Warn("dnd: getSpellSlots", "user", userID, "err", err)
}
return "**Slots:** " + renderSlotLine(slots)
}
// parseDamageDice extracts (count, faces, flatBonus) from "3d6", "1d8",
// "3d4+3" style strings. Returns (0,0,0) on failure.
func parseDamageDice(s string) (int, int, int) {
s = strings.TrimSpace(strings.ToLower(s))
if s == "" {
return 0, 0, 0
}
// Optional flat bonus: split on +.
flat := 0
if i := strings.Index(s, "+"); i > 0 {
f, err := strconv.Atoi(strings.TrimSpace(s[i+1:]))
if err == nil {
flat = f
}
s = strings.TrimSpace(s[:i])
}
i := strings.Index(s, "d")
if i <= 0 {
return 0, 0, flat
}
count, err := strconv.Atoi(s[:i])
if err != nil {
return 0, 0, flat
}
faces, err := strconv.Atoi(s[i+1:])
if err != nil {
return 0, 0, flat
}
return count, faces, flat
}