Files
gogobee/internal/plugin/adventure_arena_render.go
prosolis adcc62112b N2/B1+B4+C4: tempering, the expedition achievement wing, arena seasons
B1 — tempering. `!adventure temper` pushes an owned magic item one rung up
the rarity ladder at the blacksmith, capped at Legendary. Rarity lives on
the registry definition, so an upgraded instance records its progress as a
`temper` step count on its own row (adventure_inventory, magic_item_equipped)
and effective rarity is derived on read. The stored base rarity is never
written back, so an item cannot double-bump across a load/save round-trip.
Effects flow through the existing rarity scalars — no new combat math, and
the Legendary cap means this accelerates reaching the current ceiling rather
than raising it.

Costs mirror the crafting ladder (10k/25k/60k/150k, Foraging 15/20/25/30).
Only the Legendary rung consumes a T5 material; gating the lower rungs on
one would make tempering unreachable until a player already clears T5.

Two plan anchors were wrong: thyraks_core and portal_fragment are not
loot-note strings needing promotion — they are UniqueAlways slate entries
that already materialize as inventory rows on every T5 clear.

B4 — expedition achievement wing: first-clear and all-zones-cleared per tier
(10), a quiet-clear for keeping peak threat under 50, and temper_legendary.
The quiet-clear requires max_threat_seen to be *present*, not merely low:
recordMaxThreat samples only on day rollover and never stores a zero, so an
absent key means no threat history, not low threat. The plan's no-death-T4
achievement is not shipped — no per-expedition death counter exists — and
pet-saved-my-life already ships as combat_pet_save.

C4 — arena seasons. Standings are derived from arena_history.created_at per
calendar quarter rather than wiping arena_stats: same visible reset, but
lifetime totals survive for `!arena stats` and no destructive job can fire
twice. Crowns archive to arena_season_titles rather than player_meta.title,
which already carries the Survivalist milestone. Rollover rides the existing
midnight ticker and self-dedups on the season key, so a bot that was down on
the boundary catches up on its next wake.
2026-07-09 19:22:10 -07:00

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package plugin
import (
"fmt"
"strings"
"time"
)
// ── Arena Tier Menu ─────────────────────────────────────────────────────────
func renderArenaStreakEntry(c *DnDCharacter, stats *ArenaPersonalStats, tier *ArenaTier, firstMonster *ArenaMonster) string {
var b strings.Builder
b.WriteString("⚔️ **THE ARENA**\n\n")
b.WriteString("The Arena is a streak. You start at Tier 1 and fight your way down.\n")
b.WriteString("After each tier, you have 30 seconds to bail or you auto-advance.\n")
b.WriteString("Death forfeits all accumulated rewards.\n\n")
b.WriteString(fmt.Sprintf("Level: %d\n\n", c.Level))
for i := range arenaTiers {
t := &arenaTiers[i]
eligible := c.Level >= t.MinLevel
icon := "🔒"
if eligible {
icon = "⬚"
}
if stats != nil && stats.HighestTier >= t.Number {
icon = "✅"
}
mult := arenaStreakEuroMultiplier[t.Number]
b.WriteString(fmt.Sprintf("%s **Tier %d — %s** (Lv.%d+) — %.1f× euros\n", icon, t.Number, t.Name, t.MinLevel, mult))
}
if stats != nil && stats.TotalRuns > 0 {
b.WriteString(fmt.Sprintf("\nRuns: %d | Deaths: %d | Earned: €%d\n",
stats.TotalRuns, stats.TotalDeaths, stats.TotalEarnings))
}
b.WriteString("\n⛑ _Today's helmets are provided by Brim & Battle — celebrated makers of baseball hats — and proud sponsors of the Arena. ")
b.WriteString("Their new VeriFort line of field-evaluated combat headgear represents an exciting expansion beyond their area of expertise. ")
b.WriteString("Winners may receive a complimentary sample. Brim & Battle thanks you for your participation in their ongoing verification process._\n\n")
b.WriteString(fmt.Sprintf("**Round 1 opponent: %s**\n", firstMonster.Name))
b.WriteString(fmt.Sprintf("_%s_\n\n", firstMonster.Flavor))
b.WriteString("`!arena fight` — Enter and fight Round 1\n")
b.WriteString("`!arena cancel` — Back out")
return b.String()
}
// ── Round Start (Monster Reveal) ────────────────────────────────────────────
func renderArenaRoundStart(tier *ArenaTier, round int, monster *ArenaMonster, run *ArenaRun) string {
var b strings.Builder
b.WriteString(fmt.Sprintf("⚔️ **Tier %d — %s | Round %d/4**\n\n", tier.Number, tier.Name, round))
b.WriteString(fmt.Sprintf("**%s**\n", monster.Name))
b.WriteString(fmt.Sprintf("_%s_\n\n", monster.Flavor))
sessionTotal := run.Earnings + run.TierEarnings
if sessionTotal > 0 {
b.WriteString(fmt.Sprintf("Session earnings: €%d (at risk)\n\n", sessionTotal))
}
b.WriteString("`!arena fight` — Face this opponent\n")
return b.String()
}
// renderArenaSurvival removed — survival text is built by renderArenaCombatLog + inline formatting.
// ── Tier Complete (Transition Prompt) ───────────────────────────────────────
// renderArenaTierComplete is no longer used — tier complete text is built inline
// in resolveArenaSurvival and the countdown DM handles the opt-out flow.
// renderArenaTier5Complete removed — T5 completion is part of arenaCompleteSession payout summary.
// ── Death ────────────────────────────────────────────────────────────────────
func renderArenaDeath(tier *ArenaTier, round int, monster *ArenaMonster, lostEarnings int64, deathMsg string) string {
var b strings.Builder
b.WriteString(fmt.Sprintf("💀 **DEAD** — Tier %d, Round %d\n\n", tier.Number, round))
b.WriteString(fmt.Sprintf("_%s_\n\n", deathMsg))
if lostEarnings > 0 {
b.WriteString(fmt.Sprintf("Forfeited earnings: €%d\n", lostEarnings))
}
b.WriteString("You are dead until midnight UTC. Both arena and daily adventure are blocked until you respawn.")
return b.String()
}
// renderArenaCashout and renderArenaAutoCashout removed — payout handled by arenaCompleteSession.
// ── Status ──────────────────────────────────────────────────────────────────
func renderArenaStatus(run *ArenaRun) string {
tier := arenaGetTier(run.Tier)
if tier == nil {
return "No active arena run."
}
var b strings.Builder
b.WriteString("⚔️ **Arena Streak Status**\n\n")
b.WriteString(fmt.Sprintf("Tier: %d — %s\n", tier.Number, tier.Name))
sessionTotal := run.Earnings + run.TierEarnings
switch run.Status {
case "active":
monster := arenaGetMonster(run.Tier, run.Round)
b.WriteString(fmt.Sprintf("Round: %d/4\n", run.Round))
if monster != nil {
b.WriteString(fmt.Sprintf("Opponent: %s\n", monster.Name))
}
b.WriteString(fmt.Sprintf("Session total: €%d (at risk)\n", sessionTotal))
b.WriteString(fmt.Sprintf("Rounds survived: %d\n", run.RoundsSurvived))
b.WriteString("\n`!arena fight` to continue")
case "awaiting":
b.WriteString(fmt.Sprintf("Tier %d cleared — advancing shortly\n", run.Tier))
b.WriteString(fmt.Sprintf("Session total: €%d (at risk)\n", sessionTotal))
b.WriteString(fmt.Sprintf("Rounds survived: %d\n", run.RoundsSurvived))
b.WriteString("\n`!bail` to collect your rewards")
}
return b.String()
}
// ── Leaderboard ─────────────────────────────────────────────────────────────
type ArenaLeaderboardEntry struct {
DisplayName string
TotalEarnings int64
HighestTier int
Tier5Completions int
TotalRuns int
TotalDeaths int
}
func renderArenaLeaderboard(season string, entries []ArenaLeaderboardEntry) string {
if len(entries) == 0 {
return fmt.Sprintf("⚔️ **Arena Leaderboard — Season %s**\n\nNobody has entered the arena this season. Be the first.", season)
}
var b strings.Builder
b.WriteString(fmt.Sprintf("⚔️ **Arena Leaderboard — Season %s**\n\n", season))
medals := []string{"🥇", "🥈", "🥉"}
for i, e := range entries {
prefix := fmt.Sprintf("%d.", i+1)
if i < 3 {
prefix = medals[i]
}
tierLabel := fmt.Sprintf("T%d", e.HighestTier)
if e.Tier5Completions > 0 {
tierLabel = fmt.Sprintf("T5×%d", e.Tier5Completions)
}
b.WriteString(fmt.Sprintf("%s **%s** — €%d earned | %s | %d runs | %d deaths\n",
prefix, e.DisplayName, e.TotalEarnings, tierLabel, e.TotalRuns, e.TotalDeaths))
}
b.WriteString("\n_Season standings. `!arena stats` for your lifetime record._")
return b.String()
}
// ── Personal Stats ──────────────────────────────────────────────────────────
type ArenaPersonalStats struct {
TotalRuns int
TotalEarnings int64
TotalDeaths int
HighestTier int
Tier5Completions int
}
// renderArenaPersonalStats renders the !arena stats DM. Wins/losses come
// from player_meta post-Phase L2 step 5 (the caller is responsible for
// loading them); displayName is sourced from the AdvCharacter.
func renderArenaPersonalStats(displayName string, wins, losses int, stats *ArenaPersonalStats) string {
var b strings.Builder
b.WriteString(fmt.Sprintf("⚔️ **%s's Arena Stats**\n\n", displayName))
if stats == nil || stats.TotalRuns == 0 {
b.WriteString("No arena runs yet. Type `!arena` to begin.")
return b.String()
}
b.WriteString(fmt.Sprintf("Total runs: %d\n", stats.TotalRuns))
b.WriteString(fmt.Sprintf("Total earnings: €%d\n", stats.TotalEarnings))
b.WriteString(fmt.Sprintf("Total deaths: %d\n", stats.TotalDeaths))
b.WriteString(fmt.Sprintf("Highest tier cleared: %d\n", stats.HighestTier))
if stats.TotalRuns > 0 {
survivalRate := float64(stats.TotalRuns-stats.TotalDeaths) / float64(stats.TotalRuns) * 100
b.WriteString(fmt.Sprintf("Survival rate: %.0f%%\n", survivalRate))
}
if stats.Tier5Completions > 0 {
b.WriteString(fmt.Sprintf("Tier 5 completions: %d\n", stats.Tier5Completions))
}
b.WriteString(fmt.Sprintf("\nArena W/L: %d/%d", wins, losses))
return b.String()
}
// ── Level Gate Message ──────────────────────────────────────────────────────
func renderArenaLevelGate(tier *ArenaTier, playerLevel int) string {
return fmt.Sprintf(
"⚔️ Tier %d — %s requires Combat Level %d. You are Level %d. "+
"The Arena does not negotiate.",
tier.Number, tier.Name, tier.MinLevel, playerLevel)
}
// ── Helmet Drop ────────────────────────────────────────────────────────────
func renderArenaHelmetDrop(gear *ArenaGearSet) string {
var b strings.Builder
b.WriteString(fmt.Sprintf("⛑️ **Equipment Drop: %s**\n\n", gear.HelmetName))
b.WriteString(fmt.Sprintf("_%s_\n\n", gear.Description))
b.WriteString(fmt.Sprintf("Tier %d Arena gear — 1.5x effectiveness. ", gear.Tier))
switch gear.SetKey {
case "bloodied":
b.WriteString("Set bonus: **Survivor's Instinct** — +3% to all activity success rates, +3% critical hit rate in combat.")
case "ironclad":
b.WriteString("Set bonus: **Battle-Hardened** — +5% XP gain from all activities.")
case "tempered":
b.WriteString("Set bonus: **Seasoned** — Equipment condition degrades 25% slower across all slots.")
case "champions":
b.WriteString("Set bonus: **Commanding Presence** — +10% to equipment score in all probability calculations.")
case "sovereign":
b.WriteString("Set bonus: **Death's Reprieve** — Once per 7 days, survive a lethal outcome instead of dying.")
}
b.WriteString("\n\nEquipped automatically.")
return b.String()
}
// ── Death's Reprieve Announcement ──────────────────────────────────────────
func renderArenaDeathReprieve(playerName, location string, nextWindow time.Time) string {
return fmt.Sprintf("⚔️ **%s**'s Sovereign gear activated **Death's Reprieve**. "+
"They should be dead. They are not. %s will have to try harder. Next window: %s.",
playerName, location, nextWindow.Format("2006-01-02 15:04 UTC"))
}
// ── Already In Run Message ──────────────────────────────────────────────────
func renderArenaAlreadyInRun(run *ArenaRun) string {
switch run.Status {
case "awaiting":
return fmt.Sprintf(
"Tier %d cleared, €%d accumulated. Waiting for next tier or `!bail` to collect.\n",
run.Tier, run.Earnings)
default:
return fmt.Sprintf(
"You're in an arena streak. Tier %d, Round %d.\n\n"+
"`!arena fight` to continue.",
run.Tier, run.Round)
}
}