aboutsummaryrefslogtreecommitdiff
path: root/internal/game/tech.go
diff options
context:
space:
mode:
authorhistoria <[not public]>2026-06-19 02:40:22 -0400
committerhistoria <[not public]>2026-06-19 02:40:22 -0400
commit2ae4a052fd1c15c3c6ba0f1dd324d896371aaffc (patch)
tree3caef60f71a462b7e7ace668053e1f02fb61db15 /internal/game/tech.go
parent86aec0e14eb6fec0a39d742bab1761dad8d7012c (diff)
downloadthehouseoficarus-2ae4a052fd1c15c3c6ba0f1dd324d896371aaffc.tar.gz
feat: rough technology skill added
Diffstat (limited to 'internal/game/tech.go')
-rw-r--r--internal/game/tech.go250
1 files changed, 250 insertions, 0 deletions
diff --git a/internal/game/tech.go b/internal/game/tech.go
new file mode 100644
index 0000000..a24c66d
--- /dev/null
+++ b/internal/game/tech.go
@@ -0,0 +1,250 @@
+package game
+
+import (
+ "fmt"
+ "strings"
+
+ "thehouseoficarus/internal/net"
+ "thehouseoficarus/internal/player"
+ "thehouseoficarus/internal/world"
+)
+
+type TechEffects struct {
+ AttackPercent int
+ StrengthPercent int
+ DefensePercent int
+ RangedPercent int
+ SciencePercent int
+ ProtectMelee bool
+ ProtectRanged bool
+ ProtectScience bool
+ DamageReduction float64
+ HPRegenMulti float64
+ PreserveDrain float64
+ RetributionPct float64
+}
+
+type TechDef struct {
+ ID string
+ Name string
+ Level int
+ DrainRate float64
+ Category string
+ Group string
+ Effects TechEffects
+}
+
+var AllTechs []TechDef
+var techByID map[string]*TechDef
+
+func init() {
+ AllTechs = []TechDef{
+ {ID: "clarity_1", Name: "Clarity", Level: 4, DrainRate: 0.05, Category: "attack", Group: "attack_tier", Effects: TechEffects{AttackPercent: 5}},
+ {ID: "clarity_2", Name: "Enhanced Clarity", Level: 16, DrainRate: 0.10, Category: "attack", Group: "attack_tier", Effects: TechEffects{AttackPercent: 10}},
+ {ID: "clarity_3", Name: "Superior Clarity", Level: 44, DrainRate: 0.15, Category: "attack", Group: "attack_tier", Effects: TechEffects{AttackPercent: 15}},
+
+ {ID: "amplifier_1", Name: "Power Amplifier", Level: 7, DrainRate: 0.05, Category: "strength", Group: "strength_tier", Effects: TechEffects{StrengthPercent: 5}},
+ {ID: "amplifier_2", Name: "Enhanced Amplifier", Level: 23, DrainRate: 0.10, Category: "strength", Group: "strength_tier", Effects: TechEffects{StrengthPercent: 10}},
+ {ID: "amplifier_3", Name: "Superior Amplifier", Level: 49, DrainRate: 0.15, Category: "strength", Group: "strength_tier", Effects: TechEffects{StrengthPercent: 15}},
+
+ {ID: "shield_1", Name: "Energy Shield", Level: 10, DrainRate: 0.05, Category: "defense", Group: "defense_tier", Effects: TechEffects{DefensePercent: 5}},
+ {ID: "shield_2", Name: "Enhanced Shield", Level: 28, DrainRate: 0.10, Category: "defense", Group: "defense_tier", Effects: TechEffects{DefensePercent: 10}},
+ {ID: "shield_3", Name: "Superior Shield", Level: 52, DrainRate: 0.15, Category: "defense", Group: "defense_tier", Effects: TechEffects{DefensePercent: 15}},
+
+ {ID: "targeting_1", Name: "Targeting System", Level: 8, DrainRate: 0.05, Category: "ranged", Group: "ranged_tier", Effects: TechEffects{RangedPercent: 5}},
+ {ID: "targeting_2", Name: "Enhanced Targeting", Level: 22, DrainRate: 0.10, Category: "ranged", Group: "ranged_tier", Effects: TechEffects{RangedPercent: 10}},
+ {ID: "targeting_3", Name: "Superior Targeting", Level: 46, DrainRate: 0.15, Category: "ranged", Group: "ranged_tier", Effects: TechEffects{RangedPercent: 15}},
+
+ {ID: "focus_1", Name: "Neural Focus", Level: 9, DrainRate: 0.05, Category: "science", Group: "science_tier", Effects: TechEffects{SciencePercent: 5}},
+ {ID: "focus_2", Name: "Enhanced Focus", Level: 27, DrainRate: 0.10, Category: "science", Group: "science_tier", Effects: TechEffects{SciencePercent: 10}},
+ {ID: "focus_3", Name: "Superior Focus", Level: 55, DrainRate: 0.15, Category: "science", Group: "science_tier", Effects: TechEffects{SciencePercent: 15}},
+
+ {ID: "protect_melee", Name: "Kinetic Barrier", Level: 37, DrainRate: 0.20, Category: "protection", Group: "protection", Effects: TechEffects{ProtectMelee: true, DamageReduction: 0.4}},
+ {ID: "protect_ranged", Name: "Projectile Screen", Level: 40, DrainRate: 0.20, Category: "protection", Group: "protection", Effects: TechEffects{ProtectRanged: true, DamageReduction: 0.4}},
+ {ID: "protect_science", Name: "Neural Firewall", Level: 43, DrainRate: 0.20, Category: "protection", Group: "protection", Effects: TechEffects{ProtectScience: true, DamageReduction: 0.4}},
+
+ {ID: "regen", Name: "Nano Repair", Level: 22, DrainRate: 0.10, Category: "utility", Group: "regen_tier", Effects: TechEffects{HPRegenMulti: 2.0}},
+ {ID: "rapid_heal", Name: "Rapid Repair", Level: 31, DrainRate: 0.15, Category: "utility", Group: "regen_tier", Effects: TechEffects{HPRegenMulti: 4.0}},
+ {ID: "preserve", Name: "Power Saver", Level: 55, DrainRate: 0.05, Category: "utility", Group: "", Effects: TechEffects{PreserveDrain: 0.2}},
+ {ID: "retribution", Name: "Dead Man's Switch", Level: 46, DrainRate: 0.10, Category: "utility", Group: "", Effects: TechEffects{RetributionPct: 0.25}},
+
+ {ID: "overclock", Name: "Overclock", Level: 60, DrainRate: 0.25, Category: "combo", Group: "attack_tier", Effects: TechEffects{AttackPercent: 15, StrengthPercent: 15}},
+ {ID: "fortify", Name: "Fortify", Level: 65, DrainRate: 0.25, Category: "combo", Group: "defense_tier", Effects: TechEffects{DefensePercent: 15, HPRegenMulti: 2.0}},
+ }
+
+ techByID = make(map[string]*TechDef, len(AllTechs))
+ for i := range AllTechs {
+ techByID[AllTechs[i].ID] = &AllTechs[i]
+ }
+}
+
+func GetTechDef(id string) *TechDef {
+ return techByID[id]
+}
+
+func TechByPrefixMatch(input string) []*TechDef {
+ input = strings.ToLower(input)
+ var exact []*TechDef
+ var prefix []*TechDef
+ for i := range AllTechs {
+ lower := strings.ToLower(AllTechs[i].Name)
+ lowerID := strings.ToLower(AllTechs[i].ID)
+ if lower == input || lowerID == input {
+ exact = append(exact, &AllTechs[i])
+ } else if strings.HasPrefix(lower, input) || strings.HasPrefix(lowerID, input) {
+ prefix = append(prefix, &AllTechs[i])
+ }
+ }
+ if len(exact) > 0 {
+ return exact
+ }
+ return prefix
+}
+
+func techEffectString(tech TechDef) string {
+ var parts []string
+ e := tech.Effects
+ if e.AttackPercent > 0 {
+ parts = append(parts, fmt.Sprintf("+%d%% Attack", e.AttackPercent))
+ }
+ if e.StrengthPercent > 0 {
+ parts = append(parts, fmt.Sprintf("+%d%% Strength", e.StrengthPercent))
+ }
+ if e.DefensePercent > 0 {
+ parts = append(parts, fmt.Sprintf("+%d%% Defense", e.DefensePercent))
+ }
+ if e.RangedPercent > 0 {
+ parts = append(parts, fmt.Sprintf("+%d%% Ranged", e.RangedPercent))
+ }
+ if e.SciencePercent > 0 {
+ parts = append(parts, fmt.Sprintf("+%d%% Science", e.SciencePercent))
+ }
+ if e.ProtectMelee {
+ parts = append(parts, fmt.Sprintf("%.0f%% melee protection", e.DamageReduction*100))
+ }
+ if e.ProtectRanged {
+ parts = append(parts, fmt.Sprintf("%.0f%% ranged protection", e.DamageReduction*100))
+ }
+ if e.ProtectScience {
+ parts = append(parts, fmt.Sprintf("%.0f%% science protection", e.DamageReduction*100))
+ }
+ if e.HPRegenMulti > 0 {
+ parts = append(parts, fmt.Sprintf("%.0fx HP regen", e.HPRegenMulti))
+ }
+ if e.PreserveDrain > 0 {
+ parts = append(parts, fmt.Sprintf("%.0f%% drain reduction", e.PreserveDrain*100))
+ }
+ if e.RetributionPct > 0 {
+ parts = append(parts, fmt.Sprintf("%.0f%% retribution", e.RetributionPct*100))
+ }
+ return strings.Join(parts, ", ")
+}
+
+func (g *Game) totalTechBonus(p *player.Player) int {
+ total := 0
+ for _, itemID := range p.Equipment {
+ def, err := g.ItemStore.Load(itemID)
+ if err == nil {
+ total += def.Stats.TechnologyBonus
+ }
+ }
+ return total
+}
+
+func (g *Game) techLevelBonus(p *player.Player, stat string) int {
+ if len(p.ActiveTechs) == 0 {
+ return 0
+ }
+
+ totalPercent := 0
+ for id := range p.ActiveTechs {
+ def := GetTechDef(id)
+ if def == nil {
+ continue
+ }
+ switch stat {
+ case "attack":
+ totalPercent += def.Effects.AttackPercent
+ case "strength":
+ totalPercent += def.Effects.StrengthPercent
+ case "defense":
+ totalPercent += def.Effects.DefensePercent
+ case "ranged":
+ totalPercent += def.Effects.RangedPercent
+ case "science":
+ totalPercent += def.Effects.SciencePercent
+ }
+ }
+
+ if totalPercent == 0 {
+ return 0
+ }
+
+ var baseLevel int
+ switch stat {
+ case "attack":
+ baseLevel = p.Level(player.Attack)
+ case "strength":
+ baseLevel = p.Level(player.Strength)
+ case "defense":
+ baseLevel = p.Level(player.Defense)
+ case "ranged":
+ baseLevel = p.Level(player.Ranged)
+ case "science":
+ baseLevel = p.Level(player.Science)
+ }
+
+ return baseLevel * totalPercent / 100
+}
+
+func (g *Game) tryRecharge(sess *net.Session, p *player.Player, input string) bool {
+ lower := strings.ToLower(strings.TrimSpace(input))
+ instances := g.World.FindObjInstances(p.RoomID, lower)
+ for _, st := range instances {
+ if st.DefID == "charging_station" || st.DefID == "power_conduit" {
+ if p.Battery >= p.MaxBattery() {
+ sess.WriteLine("\nYour battery is already full.")
+ } else {
+ p.Battery = p.MaxBattery()
+ g.AccountStore.SaveCharacter(p)
+ sess.WriteLine(g.colorize(sess, "battery",
+ "\nYou connect to the charging station. Your battery is fully recharged."))
+ }
+ return true
+ }
+ }
+ return false
+}
+
+func (g *Game) applyTechProtection(p *player.Player, mob *world.MobInstance, dmg int) int {
+ if len(p.ActiveTechs) == 0 {
+ return dmg
+ }
+
+ attackType := mob.AttackType
+ if attackType == "" {
+ attackType = "crush"
+ }
+
+ var protectTechID string
+ switch attackType {
+ case "stab", "slash", "crush":
+ protectTechID = "protect_melee"
+ case "ranged":
+ protectTechID = "protect_ranged"
+ case "science":
+ protectTechID = "protect_science"
+ }
+
+ if protectTechID != "" && p.HasActiveTech(protectTechID) {
+ def := GetTechDef(protectTechID)
+ if def != nil {
+ reduced := int(float64(dmg) * (1.0 - def.Effects.DamageReduction))
+ if reduced < 0 {
+ reduced = 0
+ }
+ return reduced
+ }
+ }
+ return dmg
+}