Implement gameplay effects — merchant price multipliers, area access restrictions, quest availability based on reputation tier #218
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#202 Epic: Reputation Mechanics
aethyr/Aethyr
Reference: aethyr/Aethyr#218
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feature/m4-reputation-gameplay-effectsImplement gameplay effects — merchant price multipliers, area access restrictions, quest availability based on reputation tier (#218)Background and Context
Reputation is only meaningful if it has tangible effects on gameplay. This issue implements three core gameplay systems that respond to a player's reputation tier with various entities:
Merchant price multipliers: Merchants adjust their prices based on the player's reputation with their faction or settlement. Exalted players get significant discounts, while Reviled players face massive markups — or may be refused service entirely.
Area access restrictions: Certain areas (faction headquarters, inner cities, sacred grounds) require a minimum reputation tier to enter. Players below the threshold are turned away at the door.
Quest availability: NPCs only offer certain quests to players who have achieved a minimum reputation tier. This gates content behind reputation progression and rewards players who invest in building relationships.
All thresholds and multipliers are configurable per entity, allowing world builders to create nuanced reputation-gated content.
Expected Behavior
factionattribute. When a player buys/sells, the price is multiplied by a factor based on their tier with that faction:min_reputationattribute specifying{entity_id: tier}. Players below the tier see a rejection message and cannot enter.required_reputationattribute specifying{entity_id: tier}.Acceptance Criteria
Subtasks
lib/aethyr/core/reputation/reputation_effects.rbwith the effects engine.tests/unit/reputation_effects.featurecovering all price multiplier tiers, area access checks, quest availability checks, service refusal, rejection messages, and per-entity overrides.tests/integration/for end-to-end gameplay effects with merchant transactions, room entry, and quest interactions.bundle exec rake unit_profileand verify no performance regressions.bundle exec rake unit. If coverage is <97% then review the current unit test coverage report atbuild/tests/unit/coverage/and use it to write new Cucumber based unit tests to improve code coverage. Specifically, write Cucumber/Gherkin style unit tests that are descriptively named and specifically improve coverage on whichever file has the most uncovered lines by writing tests that will target the uncovered lines in the report. Once that is done rerunbundle exec rake unitto verify all tests pass and coverage is above >=97%. Only mark this as complete once coverage is >=97%, if not repeat this task as many times as is needed until coverage reaches >=97%.bundle exec rake(default task: unit tests with coverage) andbundle exec rake integration, fix any errors if needed ensuring both pass across entire code base, do not ignore any failure even if it seems unrelated to this commit, fix it.Definition of Done
This issue is complete when:
master, reviewed, and merged before this issue is marked done.