diff options
| author | historia <[not public]> | 2026-06-19 03:05:46 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-06-19 03:05:46 -0400 |
| commit | fbd1c30d7b9777c9df6653f0c393afa7a7dfa519 (patch) | |
| tree | 7d4dd5b1fb1a5f868a330caf009ac8dc4e583025 /internal/game/cmd_trigger.go | |
| parent | dea4a06764c507699cf9adcd1fd0a572d227aff0 (diff) | |
| download | thehouseoficarus-fbd1c30d7b9777c9df6653f0c393afa7a7dfa519.tar.gz | |
feat: science skill roughly implemented
Diffstat (limited to 'internal/game/cmd_trigger.go')
| -rw-r--r-- | internal/game/cmd_trigger.go | 651 |
1 files changed, 651 insertions, 0 deletions
diff --git a/internal/game/cmd_trigger.go b/internal/game/cmd_trigger.go new file mode 100644 index 0000000..8e3a84e --- /dev/null +++ b/internal/game/cmd_trigger.go @@ -0,0 +1,651 @@ +package game + +import ( + "fmt" + "strings" + + "thehouseoficarus/internal/combat" + "thehouseoficarus/internal/net" + "thehouseoficarus/internal/player" + "thehouseoficarus/internal/world" +) + +func (g *Game) doTrigger(sess *net.Session, input string) { + p := sess.Player.(*player.Player) + input = strings.TrimSpace(input) + + if input == "" { + sess.WriteLine("Trigger what? Type 'mods' to see available mods.") + return + } + + mod, targetArg := g.parseTriggerArgs(input) + if mod == nil { + sess.WriteLine("Unknown mod. Type 'mods' to see available mods.") + return + } + + if p.Level(player.Science) < mod.Level { + sess.WriteLine(fmt.Sprintf("You need level %d science to trigger %s.", mod.Level, mod.Name)) + return + } + + if !g.hasJunkCost(p, mod) { + sess.WriteLine(fmt.Sprintf("You don't have enough junk to trigger %s.", mod.Name)) + return + } + + switch mod.Category { + case ModCombat: + g.triggerCombatMod(sess, p, mod, targetArg) + case ModTransport: + g.triggerTransport(sess, p, mod) + case ModProcessing: + g.triggerProcessing(sess, p, mod, targetArg) + case ModUtility: + g.triggerUtility(sess, p, mod, targetArg) + case ModEnchant: + g.triggerEnchant(sess, p, mod, targetArg) + } +} + +func (g *Game) parseTriggerArgs(input string) (*ModDef, string) { + lower := strings.ToLower(input) + words := strings.Fields(lower) + for i := len(words); i > 0; i-- { + candidate := strings.Join(words[:i], " ") + mod := FindMod(candidate) + if mod != nil { + target := strings.TrimSpace(strings.Join(words[i:], " ")) + return mod, target + } + } + return nil, "" +} + +func (g *Game) triggerCombatMod(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) { + if cs := combat.GetCombat(p.Name); cs != nil { + p.AutocastMod = mod.ID + sess.WriteLine(fmt.Sprintf("You switch to triggering %s.", mod.Name)) + return + } + + if p.Action != nil { + g.CancelAction(p) + } + + var mobTarget string + if targetArg == "" { + mobTarget = g.resolveDefaultMob(p.RoomID) + if mobTarget == "" { + sess.WriteLine("Trigger on what?") + return + } + } else { + mobTarget = targetArg + } + + mob := g.findMob(sess, mobTarget, p.RoomID) + if mob == nil { + return + } + + if mob.HP <= 0 { + sess.WriteLine("That is already dead.") + return + } + + if mob.Protected { + sess.WriteLine(fmt.Sprintf("You can't attack %s!", mobDisplayName(mob, true))) + return + } + + if combat.IsMobInCombat(mob.InstanceID) { + sess.WriteLine(fmt.Sprintf("%s is already engaged in combat!", mobDisplayName(mob, false))) + return + } + + p.AutocastMod = mod.ID + g.startCombat(sess, p, mob) +} + +func (g *Game) triggerTransport(sess *net.Session, p *player.Player, mod *ModDef) { + if combat.GetCombat(p.Name) != nil { + sess.WriteLine("You can't teleport during combat!") + return + } + + if p.Action != nil { + g.CancelAction(p) + } + + g.consumeJunkCost(p, mod) + + sciXP := int(mod.BaseXP) + if newLevel := p.AddSkillXP(player.Science, sciXP); newLevel > 0 { + sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d science! ***", p.Level(player.Science)))) + } + if p.OptionBool("xp_drops") { + sess.WriteLine(g.colorize(sess, "xp", fmt.Sprintf("+%dxp sci", sciXP))) + } + g.AccountStore.SaveCharacter(p) + + if g.Hub != nil { + for _, other := range g.Hub.PlayersInRoom(p.RoomID) { + if other != sess { + other.WriteLine(fmt.Sprintf("\n%s teleports away.", p.Name)) + } + } + } + + sess.WriteLine(fmt.Sprintf("\nYou activate %s...", mod.Name)) + + p.RoomID = mod.Destination + if g.Hub != nil { + g.Hub.LeaveRoom(sess) + g.Hub.EnterRoom(sess, p.RoomID) + } + + room, _ := g.World.LoadRoom(p.RoomID) + destName := fmt.Sprintf("room %d", p.RoomID) + if room != nil { + destName = room.Name + } + sess.WriteLine(fmt.Sprintf("You materialize at %s.", destName)) + g.AccountStore.SaveCharacter(p) + g.doLook(sess) +} + +func (g *Game) triggerProcessing(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) { + if combat.GetCombat(p.Name) != nil { + sess.WriteLine("You can't do that during combat!") + return + } + + if targetArg == "" { + sess.WriteLine(fmt.Sprintf("Usage: trigger %s <item>", strings.ReplaceAll(mod.ID, "_", " "))) + return + } + + slot, inv := g.findInventoryItem(p, targetArg) + if slot < 0 { + sess.WriteLine("You don't have that item.") + return + } + + itemDef, err := g.ItemStore.Load(inv.ItemID) + if err != nil || itemDef.Value <= 0 { + sess.WriteLine("That item has no value.") + return + } + + if p.Action != nil { + g.CancelAction(p) + } + + g.consumeJunkCost(p, mod) + + creditValue := itemDef.Value + if mod.ID == "low_process" { + creditValue = itemDef.Value / 2 + if creditValue < 1 { + creditValue = 1 + } + } + + if inv.Quantity > 1 { + inv.Quantity-- + } else { + p.SetInvSlot(slot, nil) + } + + p.Credits += creditValue + + sciXP := int(mod.BaseXP) + var leveledUp []player.SkillName + if newLevel := p.AddSkillXP(player.Science, sciXP); newLevel > 0 { + leveledUp = append(leveledUp, player.Science) + } + g.AccountStore.SaveCharacter(p) + + for _, skill := range leveledUp { + sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d %s! ***", p.Level(skill), skill))) + } + + sess.WriteLine(fmt.Sprintf("You process the %s. You receive %s credits.", + itemDef.Name, g.colorize(sess, "credits_pickup", fmt.Sprint(creditValue)))) + + if p.OptionBool("xp_drops") { + sess.WriteLine(g.colorize(sess, "xp", fmt.Sprintf("+%dxp sci", sciXP))) + } +} + +func (g *Game) triggerUtility(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) { + switch mod.ID { + case "bones_to_nutrients": + g.triggerBonesToNutrients(sess, p, mod) + case "em_grab": + g.triggerEmGrab(sess, p, mod, targetArg) + case "superheat": + g.triggerSuperheat(sess, p, mod, targetArg) + } +} + +func (g *Game) triggerBonesToNutrients(sess *net.Session, p *player.Player, mod *ModDef) { + if combat.GetCombat(p.Name) != nil { + sess.WriteLine("You can't do that during combat!") + return + } + + boneCount := p.CountItem("bones") + if boneCount == 0 { + sess.WriteLine("You don't have any bones.") + return + } + + if p.Action != nil { + g.CancelAction(p) + } + + g.consumeJunkCost(p, mod) + + for i := 0; i < 28; i++ { + slot := p.InvSlot(i) + if slot != nil && slot.ItemID == "bones" { + slot.ItemID = "nutrient_bar" + } + } + + sciXP := int(mod.BaseXP) * boneCount + if newLevel := p.AddSkillXP(player.Science, sciXP); newLevel > 0 { + sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d science! ***", p.Level(player.Science)))) + } + g.AccountStore.SaveCharacter(p) + + sess.WriteLine(fmt.Sprintf("You convert %d bones into nutrient bars.", boneCount)) + if p.OptionBool("xp_drops") { + sess.WriteLine(g.colorize(sess, "xp", fmt.Sprintf("+%dxp sci", sciXP))) + } +} + +func (g *Game) triggerEmGrab(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) { + if targetArg == "" { + sess.WriteLine("Grab what? Usage: trigger em grab <item>") + return + } + + if p.FirstFreeSlot() < 0 { + sess.WriteLine("Your inventory is full.") + return + } + + groundItems := g.World.GroundItems(p.RoomID) + var matchedID string + for itemID := range groundItems { + def, _ := g.ItemStore.Load(itemID) + if def != nil && def.MatchesName(targetArg) { + matchedID = itemID + break + } + if strings.HasPrefix(itemID, strings.ToLower(targetArg)) { + matchedID = itemID + break + } + } + + if matchedID == "" { + sess.WriteLine("You don't see that here.") + return + } + + if p.Action != nil { + g.CancelAction(p) + } + + g.consumeJunkCost(p, mod) + + qty := groundItems[matchedID] + g.World.RemoveGroundItem(p.RoomID, matchedID, qty) + + def, _ := g.ItemStore.Load(matchedID) + name := matchedID + if def != nil { + name = def.Name + } + + freeSlot := p.FirstFreeSlot() + p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: matchedID, Quantity: qty}) + + sciXP := int(mod.BaseXP) + if newLevel := p.AddSkillXP(player.Science, sciXP); newLevel > 0 { + sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d science! ***", p.Level(player.Science)))) + } + g.AccountStore.SaveCharacter(p) + + sess.WriteLine(fmt.Sprintf("You magnetically pull the %s toward you.", name)) + if p.OptionBool("xp_drops") { + sess.WriteLine(g.colorize(sess, "xp", fmt.Sprintf("+%dxp sci", sciXP))) + } +} + +func (g *Game) triggerSuperheat(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) { + if combat.GetCombat(p.Name) != nil { + sess.WriteLine("You can't do that during combat!") + return + } + + if targetArg == "" { + sess.WriteLine("Superheat what? Usage: trigger superheat <ore>") + return + } + + slot, inv := g.findInventoryItem(p, targetArg) + if slot < 0 { + sess.WriteLine("You don't have that item.") + return + } + + recipe := g.RecipeStore.FindByInput("smelt", inv.ItemID) + if recipe == nil { + sess.WriteLine("You can't superheat that.") + return + } + + if recipe.Level > 0 && p.Level(player.SkillName(recipe.Skill)) < recipe.Level { + sess.WriteLine(fmt.Sprintf("You need level %d %s to smelt that.", recipe.Level, recipe.Skill)) + return + } + + for _, e := range recipe.Consume { + for _, itemID := range e.Items { + qty := e.Qty + if qty <= 0 { + qty = 1 + } + if p.CountItem(itemID) < qty { + def, _ := g.ItemStore.Load(itemID) + name := itemID + if def != nil { + name = def.Name + } + sess.WriteLine(fmt.Sprintf("You need %d %s.", qty, name)) + return + } + } + } + + if p.Action != nil { + g.CancelAction(p) + } + + g.consumeJunkCost(p, mod) + + for _, e := range recipe.Consume { + for _, itemID := range e.Items { + qty := e.Qty + if qty <= 0 { + qty = 1 + } + p.RemoveItem(itemID, qty) + } + } + + outputQty := recipe.OutputQty + if outputQty <= 0 { + outputQty = 1 + } + placed := false + for i := 0; i < 28; i++ { + slot := p.InvSlot(i) + if slot != nil && slot.ItemID == recipe.Output { + slot.Quantity += outputQty + placed = true + break + } + } + if !placed { + freeSlot := p.FirstFreeSlot() + p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: recipe.Output, Quantity: outputQty}) + } + + sciXP := int(mod.BaseXP) + if newLevel := p.AddSkillXP(player.Science, sciXP); newLevel > 0 { + sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d science! ***", p.Level(player.Science)))) + } + if recipe.XP > 0 { + if newLevel := p.AddSkillXP(player.SkillName(recipe.Skill), recipe.XP); newLevel > 0 { + sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d %s! ***", p.Level(player.SkillName(recipe.Skill)), recipe.Skill))) + } + } + g.AccountStore.SaveCharacter(p) + + outputDef, _ := g.ItemStore.Load(recipe.Output) + outputName := recipe.Output + if outputDef != nil { + outputName = outputDef.Name + } + inputDef, _ := g.ItemStore.Load(inv.ItemID) + inputName := inv.ItemID + if inputDef != nil { + inputName = inputDef.Name + } + + sess.WriteLine(fmt.Sprintf("You superheat the %s and produce a %s.", inputName, outputName)) + if p.OptionBool("xp_drops") { + parts := []string{fmt.Sprintf("+%dxp sci", sciXP)} + if recipe.XP > 0 { + parts = append(parts, fmt.Sprintf("+%dxp %s", recipe.XP, player.SkillAbbr[player.SkillName(recipe.Skill)])) + } + sess.WriteLine(g.colorize(sess, "xp", "("+strings.Join(parts, ", ")+")")) + } +} + +func (g *Game) triggerEnchant(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) { + if chipInfo, ok := chipMap[mod.ID]; ok { + g.triggerChipBolts(sess, p, mod, chipInfo) + return + } + + enchants, ok := enchantMap[mod.ID] + if !ok { + sess.WriteLine("That enchantment has no known recipes.") + return + } + + if targetArg == "" { + sess.WriteLine(fmt.Sprintf("Enchant what? Use: trigger %s <jewelry item>", strings.ReplaceAll(mod.ID, "_", " "))) + return + } + + slot, inv := g.findInventoryItem(p, targetArg) + if slot < 0 { + sess.WriteLine("You don't have that item.") + return + } + + outputID, ok := enchants[inv.ItemID] + if !ok { + sess.WriteLine("You can't enchant that with this mod.") + return + } + + if p.Action != nil { + g.CancelAction(p) + } + + g.consumeJunkCost(p, mod) + + inv.ItemID = outputID + + sciXP := int(mod.BaseXP) + if newLevel := p.AddSkillXP(player.Science, sciXP); newLevel > 0 { + sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d science! ***", p.Level(player.Science)))) + } + g.AccountStore.SaveCharacter(p) + + outputDef, _ := g.ItemStore.Load(outputID) + outputName := outputID + if outputDef != nil { + outputName = outputDef.Name + } + inputDef, _ := g.ItemStore.Load(inv.ItemID) + inputName := inv.ItemID + if inputDef != nil { + inputName = inputDef.Name + } + + sess.WriteLine(fmt.Sprintf("You enchant the %s and it becomes a %s!", inputName, outputName)) + if p.OptionBool("xp_drops") { + sess.WriteLine(g.colorize(sess, "xp", fmt.Sprintf("+%dxp sci", sciXP))) + } +} + +func (g *Game) triggerChipBolts(sess *net.Session, p *player.Player, mod *ModDef, chip chipEntry) { + count := p.CountItem(chip.Input) + if count < chip.Qty { + inputDef, _ := g.ItemStore.Load(chip.Input) + name := chip.Input + if inputDef != nil { + name = inputDef.Name + } + sess.WriteLine(fmt.Sprintf("You need at least %d %s.", chip.Qty, name)) + return + } + + if p.Action != nil { + g.CancelAction(p) + } + + g.consumeJunkCost(p, mod) + + p.RemoveItem(chip.Input, chip.Qty) + placed := false + for i := 0; i < 28; i++ { + slot := p.InvSlot(i) + if slot != nil && slot.ItemID == chip.Output { + slot.Quantity += chip.Qty + placed = true + break + } + } + if !placed { + freeSlot := p.FirstFreeSlot() + p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: chip.Output, Quantity: chip.Qty}) + } + + sciXP := int(mod.BaseXP) + if newLevel := p.AddSkillXP(player.Science, sciXP); newLevel > 0 { + sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d science! ***", p.Level(player.Science)))) + } + g.AccountStore.SaveCharacter(p) + + inputDef, _ := g.ItemStore.Load(chip.Input) + name := chip.Input + if inputDef != nil { + name = inputDef.Name + } + + sess.WriteLine(fmt.Sprintf("You chip %d %s with arcane circuitry.", chip.Qty, name)) + if p.OptionBool("xp_drops") { + sess.WriteLine(g.colorize(sess, "xp", fmt.Sprintf("+%dxp sci", sciXP))) + } +} + +func (g *Game) scienceAttack(sess *net.Session, p *player.Player, mob *world.MobInstance, mod *ModDef) bool { + if p.Level(player.Science) < mod.Level { + sess.WriteLine(fmt.Sprintf("You need level %d science to trigger %s.", mod.Level, mod.Name)) + return false + } + if !g.hasJunkCost(p, mod) { + return false + } + + if g.processConsumeQueue(p, sess) { + p.ActionState = &ActionState{Type: ActionEating, TargetName: "food"} + return true + } + + g.consumeJunkCost(p, mod) + + equipSciBonus := g.totalEquipScienceAttack(p) + attRoll := (p.Level(player.Science) + 8) * (equipSciBonus + 64) + + mobSciDef := mob.ScienceDefense + defRoll := (mob.Defense + 9) * (mobSciDef + 64) + + if mob.Weakness == mod.Element { + attRoll = attRoll * 13 / 10 + } + + if combat.HitCheck(attRoll, defRoll) { + dmg := combat.RollDamage(mod.MaxHit) + if dmg < 0 { + dmg = 0 + } + mob.HP -= dmg + if mob.HP < 0 { + mob.HP = 0 + } + if mob.HP < mob.MaxHP && mob.HP > 0 { + mob.StartRegen() + } + + sciXP := int(mod.BaseXP) + hpXP := int(mod.BaseXP * 0.33) + var gains []xpGain + var leveledUp []player.SkillName + + if newLevel := p.AddSkillXP(player.Science, sciXP); newLevel > 0 { + leveledUp = append(leveledUp, player.Science) + } + gains = append(gains, xpGain{string(player.Science), sciXP}) + + if newLevel := p.AddSkillXP(player.Hitpoints, hpXP); newLevel > 0 { + leveledUp = append(leveledUp, player.Hitpoints) + } + gains = append(gains, xpGain{string(player.Hitpoints), hpXP}) + + g.AccountStore.SaveCharacter(p) + + for _, skill := range leveledUp { + sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d %s! ***", p.Level(skill), skill))) + } + + mobName := mobDisplayName(mob, true) + prefix := fmt.Sprintf(" %s hits %s for %s damage.", + g.colorize(sess, "science_mod", mod.Name), + g.colorize(sess, "mob_name", mobName), + g.colorize(sess, "damage", fmt.Sprint(dmg))) + hpPart := fmt.Sprintf("[%s/%dhp]", g.colorize(sess, "enemy_hp", fmt.Sprint(mob.HP)), mob.MaxHP) + line := prefix + " " + hpPart + if p.OptionBool("xp_drops") && len(gains) > 0 { + var parts []string + for _, gain := range gains { + parts = append(parts, fmt.Sprintf("+%dxp %s", gain.XP, player.SkillAbbr[player.SkillName(gain.Skill)])) + } + line += g.colorize(sess, "xp", " ("+strings.Join(parts, ", ")+")") + } + sess.WriteLine(line) + } else { + sess.WriteLine(g.colorize(sess, "miss", fmt.Sprintf(" %s fails to connect.", mod.Name))) + } + return true +} + +func (g *Game) findInventoryItem(p *player.Player, input string) (int, *player.InventorySlot) { + lower := strings.ToLower(strings.TrimSpace(input)) + for i := 0; i < 28; i++ { + slot := p.InvSlot(i) + if slot == nil { + continue + } + def, err := g.ItemStore.Load(slot.ItemID) + if err != nil { + continue + } + if def.MatchesName(lower) { + return i, slot + } + } + return -1, nil +} |
