Files
gogobee/internal/plugin/dnd_equipment.go
prosolis 9e1a1f606c Adv 2.0 D&D layer: Phases 1-8 + Phase 9 SP1+SP2
Combines all uncommitted D&D work into one checkpoint:

Phases 1-8 (per gogobee_dnd_session_summary.md):
- Race/class/stats system, !setup flow, !sheet, !respec
- d20-vs-AC combat with race/class passives, auto-migration
- XP/level-up, skill checks, NPC refund hooks
- Equipment slot mapping, rarity, !rest short/long
- Pre-arm active abilities, resource pools
- Bestiary, !roll/!stats/!level, onboarding DM
- Audit fixes A-I, flavor wiring under internal/flavor/
- Phase 8 weapon dice + armor AC tables (gogobee_equipment_appendix)

Phase 9 SP1 — spell system foundations:
- 79 SpellDefinitions (76 in-scope + 3 reaction-deferred)
- dnd_known_spells, dnd_spell_slots tables
- pending_cast / concentration_* columns on dnd_character
- Slot tables for Mage/Cleric/Ranger, DC + attack-bonus math
- Long-rest refreshes slots; respec wipes spell state
- Auto-grant default known list on !setup confirm and auto-migration

Phase 9 SP2 — !cast / !spells / !prepare commands:
- Out-of-combat HEAL and UTILITY resolve immediately
- Damage/control/buff queue as pending_cast for next combat
- Audit-style save-then-debit, slot refund on save failure
- !cast --drop, concentration supersession, prep-cap enforcement
- Reaction spells refused with Phase 11 note

SP3 (combat-time resolution of pending_cast) and SP4 (full prep/learn
tests) are next. Build clean, full test suite green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -07:00

135 lines
3.8 KiB
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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"
)
// dndSlotOrder controls display order for !sheet.
var dndSlotOrder = []DnDSlot{
DnDSlotHead, DnDSlotChest, 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"
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:
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)
}