mirror of
https://github.com/prosolis/gogobee.git
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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>
179 lines
6.1 KiB
Go
179 lines
6.1 KiB
Go
package plugin
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import (
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"fmt"
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"sort"
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"strings"
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)
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func (p *AdventurePlugin) handleDnDAbilitiesCmd(ctx MessageContext) error {
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c, err := LoadDnDCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
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}
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if c == nil || c.PendingSetup {
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return p.SendDM(ctx.Sender, "No Adv 2.0 character yet — run `!setup` (or just enter combat and we'll auto-build one).")
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}
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ri, _ := raceInfo(c.Race)
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ci, _ := classInfo(c.Class)
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ab := dndClassAbilities[c.Class]
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var b strings.Builder
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b.WriteString(fmt.Sprintf("**%s %s — Abilities**\n\n", ri.Display, ci.Display))
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b.WriteString(fmt.Sprintf("**Class passive — %s**\n %s\n\n", ab.Name, ab.Description))
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b.WriteString(fmt.Sprintf("**Race trait**\n %s\n", ri.Passive))
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// Active abilities (Phase 6 + Phase 10 subclass-gated)
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actives := characterActiveAbilities(c)
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if len(actives) > 0 {
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resType, _ := classResourceMax(c.Class)
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cur, max, _ := getResource(c.UserID, resType)
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b.WriteString(fmt.Sprintf("\n**Active abilities** (%s %d/%d)\n", resType, cur, max))
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for _, a := range actives {
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b.WriteString(fmt.Sprintf(" • **%s** (1 %s) — %s\n", a.Name, a.Resource, a.Description))
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}
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b.WriteString("\nUse `!arm <ability>` to ready one for your next combat. Refreshes on long rest.\n")
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if c.ArmedAbility != "" {
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b.WriteString(fmt.Sprintf("\n_Currently armed: **%s**_\n", displayAbility(c.ArmedAbility)))
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}
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}
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return p.SendDM(ctx.Sender, b.String())
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}
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// !sheet — read-only D&D character sheet renderer.
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//
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// Joins:
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// dnd_character (D&D layer)
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// adventure_characters (legacy skills, pet, housing — for at-a-glance context)
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// adventure_equipment (current gear; renders with legacy fields until Phase 4)
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// adventure_treasures (= attunement substrate per v1.1 §7.4)
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func (p *AdventurePlugin) handleDnDSheetCmd(ctx MessageContext) error {
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c, err := LoadDnDCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't load your sheet: "+err.Error())
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}
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if c == nil || c.PendingSetup {
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return p.SendDM(ctx.Sender,
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"You don't have an Adv 2.0 character yet.\n\nRun `!setup` to begin character creation. "+
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"Your existing adventure progress (skills, pets, coins, arena streak) will be preserved.")
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}
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advChar, _ := loadAdvCharacter(ctx.Sender)
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equip, _ := loadAdvEquipment(ctx.Sender)
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treasures, _ := loadAdvTreasureBonuses(ctx.Sender)
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return p.SendDM(ctx.Sender, renderDnDSheet(c, advChar, equip, treasures))
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}
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func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, treasures []AdvTreasureBonus) string {
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ri, _ := raceInfo(c.Race)
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ci, _ := classInfo(c.Class)
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mods := c.Modifiers()
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var b strings.Builder
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name := string(c.UserID)
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if adv != nil && adv.DisplayName != "" {
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name = adv.DisplayName
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}
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b.WriteString(fmt.Sprintf("⚔️ **%s** — Level %d %s %s\n", name, c.Level, ri.Display, ci.Display))
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if c.Subclass != "" {
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if si, ok := subclassInfo(c.Subclass); ok {
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b.WriteString(fmt.Sprintf(" _%s_\n", si.Display))
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}
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} else if c.Level >= dndSubclassMinLevel {
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b.WriteString(" _Subclass: unchosen — run `!subclass`_\n")
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}
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b.WriteString(strings.Repeat("─", 36) + "\n")
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// Vitals
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b.WriteString(fmt.Sprintf("**HP** %d/%d", c.HPCurrent, c.HPMax))
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if c.TempHP > 0 {
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b.WriteString(fmt.Sprintf(" (+%d temp)", c.TempHP))
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}
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b.WriteString(fmt.Sprintf(" **AC** %d", c.ArmorClass))
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if c.Level >= dndMaxLevel {
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b.WriteString(" **XP** capped (L20)\n")
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} else {
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b.WriteString(fmt.Sprintf(" **XP** %d / %d (next L%d)\n",
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c.XP, dndXPToNextLevel(c.Level), c.Level+1))
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}
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// Ability scores with modifiers
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b.WriteString(fmt.Sprintf("STR %2d (%+d) DEX %2d (%+d) CON %2d (%+d)\n",
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c.STR, mods[0], c.DEX, mods[1], c.CON, mods[2]))
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b.WriteString(fmt.Sprintf("INT %2d (%+d) WIS %2d (%+d) CHA %2d (%+d)\n",
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c.INT, mods[3], c.WIS, mods[4], c.CHA, mods[5]))
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b.WriteString(fmt.Sprintf("\n_%s_\n", ri.Passive))
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// Equipment — D&D 10-slot view, with rarity inferred from legacy fields.
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b.WriteString("\n**Equipment**\n")
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dndEquip := map[DnDSlot]*AdvEquipment{}
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for _, slot := range allSlots {
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eq, ok := equip[slot]
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if !ok || eq == nil {
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continue
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}
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dndEquip[mapLegacySlot(slot)] = eq
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}
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anyEquipped := false
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for _, ds := range dndSlotOrder {
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eq := dndEquip[ds]
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if eq == nil {
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continue
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}
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anyEquipped = true
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rarity := equipmentRarity(eq)
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tag := ""
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if eq.Masterwork {
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tag = " ★"
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}
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b.WriteString(fmt.Sprintf(" %s %-9s T%d %d%%%s %s _(%s)_\n",
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rarityIcon(rarity), string(ds), eq.Tier, eq.Condition, tag, eq.Name, rarity))
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}
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if !anyEquipped {
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b.WriteString(" _(none equipped)_\n")
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}
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// Attunements (re-using adventure_treasures per v1.1 §7.4)
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if len(treasures) > 0 {
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b.WriteString("\n**Attunements** (treasures)\n")
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// Group by treasure_key — one treasure can have multiple bonuses.
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byKey := map[string][]AdvTreasureBonus{}
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var keys []string
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for _, t := range treasures {
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if _, seen := byKey[t.TreasureKey]; !seen {
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keys = append(keys, t.TreasureKey)
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}
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byKey[t.TreasureKey] = append(byKey[t.TreasureKey], t)
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}
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sort.Strings(keys)
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for _, k := range keys {
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bonuses := byKey[k]
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name := bonuses[0].Name
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parts := make([]string, 0, len(bonuses))
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for _, bn := range bonuses {
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parts = append(parts, fmt.Sprintf("%s %+.1f", bn.BonusType, bn.BonusValue))
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}
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b.WriteString(fmt.Sprintf(" • %s — %s\n", name, strings.Join(parts, ", ")))
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}
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}
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// Legacy adventure context — preserved progress at a glance
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if adv != nil {
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b.WriteString("\n**Adventure progress** _(preserved)_\n")
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b.WriteString(fmt.Sprintf(" Mining %d Foraging %d Fishing %d Combat (legacy) %d\n",
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adv.MiningSkill, adv.ForagingSkill, adv.FishingSkill, adv.CombatLevel))
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b.WriteString(fmt.Sprintf(" Arena %dW/%dL Streak %d (best %d)\n",
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adv.ArenaWins, adv.ArenaLosses, adv.CurrentStreak, adv.BestStreak))
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if adv.PetName != "" {
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b.WriteString(fmt.Sprintf(" Pet: %s the %s (lv %d)\n", adv.PetName, adv.PetType, adv.PetLevel))
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}
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if adv.HouseTier > 0 {
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b.WriteString(fmt.Sprintf(" Housing: tier %d\n", adv.HouseTier))
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}
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}
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return b.String()
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}
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