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>
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@@ -5,6 +5,7 @@ from __future__ import annotations
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import math
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from .store import _locked_by, _prestige_mult, get_user, _commit
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from .consumables import exp_buff_mult
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# ---------------------------------------------------------------------------
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@@ -69,7 +70,7 @@ async def award_exp(user_id: int, amount: int) -> dict:
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"""Add EXP to a user. Applies prestige exp_mult. Returns old_level, new_level, total exp."""
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user = await get_user(user_id)
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_, exp_mult = _prestige_mult(user)
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gained = max(1, int(amount * exp_mult))
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gained = max(1, int(amount * exp_mult * exp_buff_mult(user)))
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old_exp = user.get("exp", 0)
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new_exp = old_exp + gained
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old_level = get_level(old_exp)
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