Commit Graph

4 Commits

Author SHA1 Message Date
Rene Arumetsa
037628d24f feat(economy): add vanity shop and harden economy money-safety
Vanity shop (/vanity): cosmetic badges/titles as a pure whale coin sink -
purchases burn coins (not credited to the house) and equip a badge shown on
/profile. New vanity_owned/vanity_active fields, schema sync, and tests.

Money-safety and robustness fixes from a codebase review:

- _parse_amount now rejects negative amounts. Every bet/give/request flows
  through it, so a negative value can no longer mint coins on a loss/transfer
  path that trusts the caller's sign (all call sites already guarded <= 0;
  this closes the source).
- do_blackjack_payout no longer raises on a DB failure. The stake was already
  deducted in do_blackjack_bet, so it now logs critical with the owed amount
  (for admin reconciliation) and returns db_error; all payout call sites render
  a clear "payout failed" notice instead of crashing the interaction.
- Instant "kohv" consumable now cancels the pending reminder DMs for the
  cooldowns it wipes (via new INSTANT_RESET_COMMANDS), so no stale/duplicate
  reminders fire.
- Renamed the misleadingly-named _refund_user_safe -> _debit_house_safe (it
  debits the house) and dropped its ignored first arg.
- Added __all__ to vanity.py and consumables.py so `import *` no longer leaks
  incidental imports into the economy namespace.
- Documented Kõrvaklapid's +25 coin daily bonus in README and DEV_NOTES.

Tests: blackjack payout DB-failure safety and INSTANT_RESET_COMMANDS lockstep.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013VbAVsrZuYesea99mPMmPT
2026-09-04 02:09:25 +03:00
Rene Arumetsa
a2e1601d0e feat(economy): add /consumables shop of repeatable, expiring boosts
The economy had many coin faucets but almost no sinks: the /shop is
one-time ownership, and gambling/rob fines route to the house (which
players drain back via jackpots and heists), so they recirculate rather
than destroy coins. Result: steady inflation.

Add a consumables shop as a true recurring sink - buying destroys the
coins and grants a temporary boost, so there's always something to spend
on after gear is maxed:

  - Energiajook XL (500) - 1h of 2x earnings on /work, /beg, /crime
  - XP jook (500)        - 1h of 2x EXP
  - Kohv (300)           - instantly clears all cooldowns

Timed buffs live in a new active_buffs field ({kind: expiry_iso}), pruned
on read; rebuying extends the timer. Effects hook where they belong:
earn_mult in income.do_work/do_beg/do_crime, exp_buff_mult in
levels.award_exp; kohv is self-contained. New /consumables command browses
the menu (with active buffs) or buys a boost. Covered by 9 tests.

Note: active_buffs is a new PocketBase field - run
scripts/sync_pb_schema.py before deploying or buffs won't persist.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-08-19 20:32:36 +03:00
Rene Arumetsa
968356f925 Fix money-safety bugs in economy (heist, blackjack, bail)
Multi-agent audit of the money-moving economy modules surfaced three
confirmed correctness bugs. All three are fixed here with regression tests.

heist (core/economy/heist.py):
- `house = await get_user(house.HOUSE_ID)` shadowed the imported `house`
  module for the whole function, so `house.HOUSE_ID` raised UnboundLocalError
  on every successful heist (win payout was entirely dead) and on the
  fail-path compensation branch. Rename the local to `house_rec`.
- Un-shadowing exposed a latent mint: the pot was floored at 300 but the
  house was debited only min(total, balance), so a poor house paid out more
  than it lost. Cap the pot at the balance and debit exactly what is paid
  (house debit == sum of payouts). No mint, no leak.
- Add the missing `_is_jailed` import (do_heist_check referenced it unimported).

blackjack (commands/economy_games_commands.py):
- Button callbacks had no reentrancy guard; discord.py dispatches each click
  as its own task, so double-clicking Stand within the dealer-reveal window
  paid out twice (mint), and double-clicking Double/Split deducted the extra
  bet twice. Add a synchronous `_busy` guard (matching the existing RpsGame
  idiom) on all four callbacks plus a `_resolved` idempotency flag on
  settlement, so a game can only pay out once.

bail (core/economy/jail.py, commands/economy_extra_commands.py):
- do_bail only checked balance, never jail state; a double-click or a stale
  BailView from a re-run /jailbreak charged bail twice, destroying coins (bail
  is a pure sink). Make do_bail a no-op when the user is not jailed, and add a
  UI reentrancy guard + "already free" message.

Tests: 47 passed (4 new regression tests covering heist coin-conservation and
bail idempotency).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-08-10 18:31:46 +03:00
Rene Arumetsa
83a60cda55 Refator eco code. Split into modules
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2026-07-27 00:49:34 +03:00