aboutsummaryrefslogtreecommitdiff
path: root/internal/game/sys_assassin.go
diff options
context:
space:
mode:
authorworkhorse <workhorse@localhost.localdomain>2026-06-19 20:24:52 -0400
committerworkhorse <workhorse@localhost.localdomain>2026-06-19 20:24:52 -0400
commit8ee8982b8759bcae116647cc993867f4c8b0a6ce (patch)
treeee01f7b1d745cbc94d9981108a1209527487b3e5 /internal/game/sys_assassin.go
parent2bec24859af8f03c80a0a58e3240519942450167 (diff)
downloadthehouseoficarus-8ee8982b8759bcae116647cc993867f4c8b0a6ce.tar.gz
reorganized items, objects, and rooms in directories. oranized module names. added startup checks.
Diffstat (limited to 'internal/game/sys_assassin.go')
-rw-r--r--internal/game/sys_assassin.go174
1 files changed, 174 insertions, 0 deletions
diff --git a/internal/game/sys_assassin.go b/internal/game/sys_assassin.go
new file mode 100644
index 0000000..1927399
--- /dev/null
+++ b/internal/game/sys_assassin.go
@@ -0,0 +1,174 @@
+package game
+
+import (
+ "fmt"
+ "math/rand"
+
+ "thehouseoficarus/internal/net"
+ "thehouseoficarus/internal/player"
+ "thehouseoficarus/internal/world"
+)
+
+type assassinTaskEntry struct {
+ MobID string
+ MinLevel int
+ MaxLevel int
+ MinCount int
+ MaxCount int
+ Weight int
+}
+
+var assassinTaskTable = []assassinTaskEntry{
+ {"man", 1, 15, 10, 25, 8},
+ {"cow", 1, 15, 10, 25, 8},
+ {"slug", 1, 99, 15, 45, 15},
+ {"drone", 15, 99, 20, 50, 12},
+ {"crawler", 30, 99, 15, 40, 10},
+ {"phantom", 45, 99, 10, 30, 8},
+}
+
+func (g *Game) assignAssassinTask(sess *net.Session, p *player.Player) {
+ level := p.Level(player.Assassin)
+ var eligible []assassinTaskEntry
+ totalWeight := 0
+ for _, entry := range assassinTaskTable {
+ if level >= entry.MinLevel && level <= entry.MaxLevel {
+ eligible = append(eligible, entry)
+ totalWeight += entry.Weight
+ }
+ }
+ if len(eligible) == 0 {
+ sess.WriteLine("The Client shakes their head. \"Nothing available for your level.\"")
+ return
+ }
+ roll := rand.Intn(totalWeight)
+ var chosen assassinTaskEntry
+ for _, entry := range eligible {
+ roll -= entry.Weight
+ if roll < 0 {
+ chosen = entry
+ break
+ }
+ }
+ count := chosen.MinCount + rand.Intn(chosen.MaxCount-chosen.MinCount+1)
+ setPlayerFlag(p, "assassin_task_mob", chosen.MobID)
+ setPlayerFlag(p, "assassin_task_total", count)
+ setPlayerFlag(p, "assassin_task_remaining", count)
+ g.AccountStore.SaveCharacter(p)
+
+ def, err := g.MobStore.LoadDef(chosen.MobID)
+ name := chosen.MobID
+ if err == nil {
+ name = def.Name
+ }
+ sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf("\"Your target: %d %ss. Get to work.\"", count, name)))
+}
+
+func (g *Game) onAssassinKill(sess *net.Session, p *player.Player, mob *world.MobInstance) {
+ taskMob := getPlayerFlagString(p, "assassin_task_mob")
+ if taskMob == "" || taskMob != mob.DefID {
+ return
+ }
+ remaining := getPlayerFlagInt(p, "assassin_task_remaining")
+ if remaining <= 0 {
+ return
+ }
+ xp := mob.MaxHP * 2
+ g.awardSkillXP(sess, p, player.Assassin, xp)
+ if p.OptionBool("xp_drops") {
+ sess.WriteLine(g.colorize(sess, "xp", fmt.Sprintf(" (+%dxp asm)", xp)))
+ }
+ remaining--
+ setPlayerFlag(p, "assassin_task_remaining", remaining)
+ if remaining <= 0 {
+ completed := getPlayerFlagInt(p, "assassin_tasks_completed") + 1
+ streak := getPlayerFlagInt(p, "assassin_streak") + 1
+ setPlayerFlag(p, "assassin_tasks_completed", completed)
+ setPlayerFlag(p, "assassin_streak", streak)
+ delete(p.Flags, "assassin_task_mob")
+ setPlayerFlag(p, "assassin_task_remaining", 0)
+ setPlayerFlag(p, "assassin_task_total", 0)
+ rep := 1
+ bonus := streakBonus(streak)
+ rep += bonus
+ currentRep := getPlayerFlagInt(p, "assassin_reputation")
+ setPlayerFlag(p, "assassin_reputation", currentRep+rep)
+ sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf("\n*** Assassin task complete! ***")))
+ if bonus > 0 {
+ sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf(" Streak bonus! %d tasks in a row. +%d bonus reputation.", streak, bonus)))
+ }
+ sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf(" Reputation earned: %d (total: %d)", rep, currentRep+rep)))
+ } else {
+ total := getPlayerFlagInt(p, "assassin_task_total")
+ def, _ := g.MobStore.LoadDef(taskMob)
+ name := taskMob
+ if def != nil {
+ name = def.Name
+ }
+ sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf(" Assassin task: %d of %d %ss remaining.", remaining, total, name)))
+ }
+ g.AccountStore.SaveCharacter(p)
+}
+
+func (g *Game) skipAssassinTask(sess *net.Session, p *player.Player) {
+ rep := getPlayerFlagInt(p, "assassin_reputation")
+ if rep < 30 {
+ sess.WriteLine("You don't have enough Reputation to skip. (Need 30, have " + fmt.Sprint(rep) + ")")
+ return
+ }
+ setPlayerFlag(p, "assassin_reputation", rep-30)
+ delete(p.Flags, "assassin_task_mob")
+ setPlayerFlag(p, "assassin_task_remaining", 0)
+ setPlayerFlag(p, "assassin_task_total", 0)
+ setPlayerFlag(p, "assassin_streak", 0)
+ g.AccountStore.SaveCharacter(p)
+}
+
+func (g *Game) extendAssassinTask(sess *net.Session, p *player.Player) {
+ rep := getPlayerFlagInt(p, "assassin_reputation")
+ if rep < 30 {
+ sess.WriteLine("You don't have enough Reputation to extend. (Need 30, have " + fmt.Sprint(rep) + ")")
+ return
+ }
+ taskMob := getPlayerFlagString(p, "assassin_task_mob")
+ if taskMob == "" {
+ sess.WriteLine("You don't have an active task to extend.")
+ return
+ }
+ setPlayerFlag(p, "assassin_reputation", rep-30)
+ total := getPlayerFlagInt(p, "assassin_task_total")
+ remaining := getPlayerFlagInt(p, "assassin_task_remaining")
+ extension := total / 2
+ if extension < 5 {
+ extension = 5
+ }
+ setPlayerFlag(p, "assassin_task_total", total+extension)
+ setPlayerFlag(p, "assassin_task_remaining", remaining+extension)
+ g.AccountStore.SaveCharacter(p)
+
+ def, _ := g.MobStore.LoadDef(taskMob)
+ name := taskMob
+ if def != nil {
+ name = def.Name
+ }
+ sess.WriteLine(fmt.Sprintf("Task extended by %d. Kill %d more %ss (%d total).", extension, remaining+extension, name, total+extension))
+}
+
+func streakBonus(streak int) int {
+ if streak%1000 == 0 {
+ return 50
+ }
+ if streak%250 == 0 {
+ return 35
+ }
+ if streak%100 == 0 {
+ return 25
+ }
+ if streak%50 == 0 {
+ return 15
+ }
+ if streak%10 == 0 {
+ return 5
+ }
+ return 0
+}