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| author | historia <[not public]> | 2026-06-19 13:28:06 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-06-19 13:28:06 -0400 |
| commit | 3a58125d14bb307f861b38c6c5b0a63babde7e08 (patch) | |
| tree | bd89e866447d55e6dffd447d8ef5fabf9b8fbe9d /internal/game/action_talk.go | |
| parent | 575a71dcfed3b9fa44af244836f638a23df05a9a (diff) | |
| download | thehouseoficarus-3a58125d14bb307f861b38c6c5b0a63babde7e08.tar.gz | |
feat: all skills kind of implemented, random prototype content added
Diffstat (limited to 'internal/game/action_talk.go')
| -rw-r--r-- | internal/game/action_talk.go | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/internal/game/action_talk.go b/internal/game/action_talk.go index 1a21e7f..c18e254 100644 --- a/internal/game/action_talk.go +++ b/internal/game/action_talk.go @@ -106,6 +106,13 @@ func (g *Game) handleTalkInput(sess *net.Session, input string) { return } + if p.Action.Data != nil { + if bid, ok := p.Action.Data["behavior_id"].(string); ok && bid == "estate_directory_talk" { + g.handleEstateDirectoryTalk(sess, input) + return + } + } + input = strings.TrimSpace(input) lower := strings.ToLower(input) if lower == "bye" || lower == "exit" || lower == "end" || lower == "quit" { @@ -263,4 +270,73 @@ func (g *Game) applyNodeAction(sess *net.Session, na *action.NodeAction) { g.AccountStore.SaveCharacter(p) } } + if na.Sawmill { + g.processSawmill(sess, p) + } +} + +func (g *Game) processSawmill(sess *net.Session, p *player.Player) { + logTypes := map[string]struct { + plankID string + cost int + name string + }{ + "logs": {"planks", 5, "regular planks"}, + "oak_logs": {"oak_planks", 10, "oak planks"}, + "teak_logs": {"teak_planks", 20, "teak planks"}, + "mahogany_logs": {"mahogany_planks", 40, "mahogany planks"}, + } + + totalCost := 0 + totalPlanks := 0 + type plankResult struct { + plankID string + qty int + } + + var results []plankResult + + for logID, info := range logTypes { + qty := p.CountItem(logID) + if qty == 0 { + continue + } + cost := qty * info.cost + totalCost += cost + totalPlanks += qty + results = append(results, plankResult{info.plankID, qty}) + p.RemoveItem(logID, qty) + } + + if totalPlanks == 0 { + sess.WriteLine("You don't have any logs to process.") + return + } + + if p.Credits < totalCost { + sess.WriteLine(fmt.Sprintf("You need %d credits to process all your logs (you have %d).", totalCost, p.Credits)) + return + } + + p.Credits -= totalCost + + processed := 0 + for _, r := range results { + for i := 0; i < r.qty; i++ { + freeSlot := p.FirstFreeSlot() + if freeSlot == -1 { + g.World.AddGroundItem(p.RoomID, r.plankID, r.qty-i) + break + } + p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: r.plankID, Quantity: 1}) + processed++ + } + } + + g.AccountStore.SaveCharacter(p) + + sess.WriteLine(fmt.Sprintf("The sawmill operator processes your logs into %d planks for %d credits.", processed, totalCost)) + if processed < totalPlanks { + sess.WriteLine(fmt.Sprintf("Your inventory is full. The remaining %d planks fall to the ground.", totalPlanks-processed)) + } } |
