Files
gogobee/internal/plugin/dnd_cast.go
prosolis 5cd343af0c Combat: per-round !cast / !consume in turn-based fights
Turn-based Elite/Boss fights gain !cast and !consume as player-turn
actions, so casters and item-users make decisions per round instead of
pre-queuing a single effect. The command handler validates and resolves
the spell/item into a pre-rolled turnActionEffect; the engine just
applies the HP deltas and flows on into the enemy turn.

Scoped to effects that resolve within the casting round: damage, heal,
and control spells, plus heal/flat-damage consumables. Buff and utility
spells and buff-type consumables are refused without spending the
resource — they need cross-round stat persistence, a later sub-phase.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:49:14 -07:00

700 lines
22 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 (
"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 {
// In a turn-based Elite/Boss fight, !cast resolves as the player's turn
// for the round rather than queuing for "next combat". handleCombatCastCmd
// takes the per-user lock itself and re-checks the session under it.
if sess, _ := getActiveCombatSession(ctx.Sender); sess != nil {
return p.handleCombatCastCmd(ctx, args)
}
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
}