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authorhistoria <[not public]>2026-06-25 15:40:48 -0400
committerhistoria <[not public]>2026-06-25 15:40:48 -0400
commitabd612c15799f604e671e83dc7c410ed2b44185f (patch)
tree0597ca92350de73aac2a7cf26b2f2d6595dac0cc /internal/game/cmd_wear.go
parent2725e2927a1595c7b100d942d1f14146252adeb7 (diff)
downloadthehouseoficarus-abd612c15799f604e671e83dc7c410ed2b44185f.tar.gz
slop refactor
Diffstat (limited to 'internal/game/cmd_wear.go')
-rw-r--r--internal/game/cmd_wear.go30
1 files changed, 15 insertions, 15 deletions
diff --git a/internal/game/cmd_wear.go b/internal/game/cmd_wear.go
index 8f8117f..64069bc 100644
--- a/internal/game/cmd_wear.go
+++ b/internal/game/cmd_wear.go
@@ -4,8 +4,8 @@ import (
"fmt"
"strings"
+ "thehouseoficarus/internal/item"
"thehouseoficarus/internal/net"
- "thehouseoficarus/internal/object"
"thehouseoficarus/internal/player"
)
@@ -13,7 +13,7 @@ func (g *Game) executeWear(sess *net.Session, args []string, rawInput string) {
g.doWear(sess, strings.Join(args, " "))
}
-func (g *Game) checkRequirements(sess *net.Session, p *player.Player, def *object.ItemDef) string {
+func (g *Game) checkRequirements(sess *net.Session, p *player.Player, def *item.ItemDef) string {
if len(def.Requirements) == 0 {
return ""
}
@@ -85,7 +85,7 @@ func (g *Game) doWear(sess *net.Session, input string) {
return
}
- if def.EquipSlot == object.SlotAmmo && def.Stackable {
+ if def.EquipSlot == item.SlotAmmo && def.Stackable {
g.equipAmmo(sess, p, match.Slot, slot, def, qty)
return
}
@@ -126,13 +126,13 @@ func (g *Game) doWear(sess *net.Session, input string) {
sess.WriteLine(fmt.Sprintf("You %s %s.", verb, g.itemColorize(sess, def, match.Name)))
}
-func (g *Game) equipAmmo(sess *net.Session, p *player.Player, invIdx int, slot *player.InventorySlot, def *object.ItemDef, qty int) {
+func (g *Game) equipAmmo(sess *net.Session, p *player.Player, invIdx int, slot *player.InventorySlot, def *item.ItemDef, qty int) {
transferQty := slot.Quantity
if qty > 0 && qty < transferQty {
transferQty = qty
}
- existingAmmoID, hasAmmo := p.Equipment[object.SlotAmmo]
+ existingAmmoID, hasAmmo := p.Equipment[item.SlotAmmo]
if hasAmmo && existingAmmoID != slot.ItemID {
g.unequipAmmo(p)
}
@@ -146,7 +146,7 @@ func (g *Game) equipAmmo(sess *net.Session, p *player.Player, invIdx int, slot *
if hasAmmo && existingAmmoID == slot.ItemID {
p.AmmoQty += transferQty
} else {
- p.Equipment[object.SlotAmmo] = slot.ItemID
+ p.Equipment[item.SlotAmmo] = slot.ItemID
p.AmmoQty = transferQty
}
@@ -156,7 +156,7 @@ func (g *Game) equipAmmo(sess *net.Session, p *player.Player, invIdx int, slot *
}
func (g *Game) unequipAmmo(p *player.Player) {
- ammoID, ok := p.Equipment[object.SlotAmmo]
+ ammoID, ok := p.Equipment[item.SlotAmmo]
if !ok || p.AmmoQty <= 0 {
return
}
@@ -164,7 +164,7 @@ func (g *Game) unequipAmmo(p *player.Player) {
s := p.InvSlot(i)
if s != nil && s.ItemID == ammoID {
s.Quantity += p.AmmoQty
- delete(p.Equipment, object.SlotAmmo)
+ delete(p.Equipment, item.SlotAmmo)
p.AmmoQty = 0
return
}
@@ -173,7 +173,7 @@ func (g *Game) unequipAmmo(p *player.Player) {
if freeSlot >= 0 {
p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: ammoID, Quantity: p.AmmoQty})
}
- delete(p.Equipment, object.SlotAmmo)
+ delete(p.Equipment, item.SlotAmmo)
p.AmmoQty = 0
}
@@ -181,7 +181,7 @@ func (g *Game) doWearAll(sess *net.Session) {
p := sess.Player
g.cancelAction(p)
- bestPerSlot := make(map[object.EquipSlot]struct {
+ bestPerSlot := make(map[item.EquipSlot]struct {
itemID string
value int
invSlot int
@@ -201,7 +201,7 @@ func (g *Game) doWearAll(sess *net.Session) {
}
current, exists := bestPerSlot[def.EquipSlot]
val := def.Value
- if def.EquipSlot == object.SlotAmmo && def.Stackable {
+ if def.EquipSlot == item.SlotAmmo && def.Stackable {
val = def.Value * slot.Quantity
}
if !exists || val > current.value {
@@ -221,19 +221,19 @@ func (g *Game) doWearAll(sess *net.Session) {
var equipped []string
for eqSlot, best := range bestPerSlot {
if existing, ok := p.Equipment[eqSlot]; ok && existing == best.itemID {
- if eqSlot != object.SlotAmmo {
+ if eqSlot != item.SlotAmmo {
continue
}
}
- if eqSlot == object.SlotAmmo {
+ if eqSlot == item.SlotAmmo {
bestDef, _ := g.ItemStore.Load(best.itemID)
if bestDef != nil && bestDef.Stackable {
invSlot := p.InvSlot(best.invSlot)
if invSlot == nil {
continue
}
- existingID, hasAmmo := p.Equipment[object.SlotAmmo]
+ existingID, hasAmmo := p.Equipment[item.SlotAmmo]
if hasAmmo && existingID != best.itemID {
g.unequipAmmo(p)
}
@@ -242,7 +242,7 @@ func (g *Game) doWearAll(sess *net.Session) {
if hasAmmo && existingID == best.itemID {
p.AmmoQty += transferQty
} else {
- p.Equipment[object.SlotAmmo] = best.itemID
+ p.Equipment[item.SlotAmmo] = best.itemID
p.AmmoQty = transferQty
}
equipped = append(equipped, g.itemColorize(sess, bestDef, bestDef.Name))