diff options
Diffstat (limited to 'internal/game/action_production.go')
| -rw-r--r-- | internal/game/action_production.go | 467 |
1 files changed, 467 insertions, 0 deletions
diff --git a/internal/game/action_production.go b/internal/game/action_production.go new file mode 100644 index 0000000..c0b76f3 --- /dev/null +++ b/internal/game/action_production.go @@ -0,0 +1,467 @@ +package game + +import ( + "fmt" + "math/rand" + "strconv" + "strings" + + "thehouseoficarus/internal/action" + "thehouseoficarus/internal/engine" + "thehouseoficarus/internal/net" + "thehouseoficarus/internal/object" + "thehouseoficarus/internal/player" +) + +type recipeEntry struct { + ItemName string + Recipe action.RecipeDef +} + +func recipeMenuData(recipes []action.RecipeDef) []map[string]string { + out := make([]map[string]string, len(recipes)) + for i, r := range recipes { + out[i] = map[string]string{"recipe_id": r.ID} + } + return out +} + +func entryMenuData(entries []recipeEntry) []map[string]string { + out := make([]map[string]string, len(entries)) + for i, e := range entries { + out[i] = map[string]string{"recipe_id": e.Recipe.ID} + } + return out +} + +func (g *Game) promptHowMany(sess *net.Session, recipeID string) { + sess.PendingRecipeID = recipeID + sess.State = net.StateHowMany + sess.Write("How many (return for all)?: ") +} + +func (g *Game) handleHowMany(sess *net.Session, input string) { + p := sess.Player.(*player.Player) + recipeID := sess.PendingRecipeID + sess.PendingRecipeID = "" + sess.State = net.StateGame + + input = strings.TrimSpace(input) + + var count int + if input == "" { + count = 0 + } else if n, err := strconv.Atoi(input); err == nil && n > 0 { + count = n + } else { + sess.WriteLine("Never mind.") + g.reprompt(sess) + return + } + + var recipe *action.RecipeDef + if strings.HasPrefix(recipeID, "combine_") { + itemID := strings.TrimPrefix(recipeID, "combine_") + itemDef, err := g.ItemStore.Load(itemID) + if err != nil || len(itemDef.MadeFrom) == 0 { + g.reprompt(sess) + return + } + recipe = g.buildCombineRecipe(itemDef) + } else { + all, err := g.RecipeStore.LoadAll() + if err != nil { + g.reprompt(sess) + return + } + for _, r := range all { + if r.ID == recipeID { + recipe = &r + break + } + } + } + + if recipe == nil { + g.reprompt(sess) + return + } + + g.startProductionFromRecipe(sess, p, recipe, count) +} + +func (g *Game) buildCombineRecipe(def *object.ItemDef) *action.RecipeDef { + var consume []action.ConsumeEntry + for _, mf := range def.MadeFrom { + consume = append(consume, action.ConsumeEntry{ + Items: mf.Items, + Qty: mf.Qty, + Byproducts: mf.Byproducts, + }) + } + wait := def.Ticks + if wait <= 0 { + wait = 2 + } + return &action.RecipeDef{ + ID: "combine_" + def.ID, + Type: "combine", + Wait: wait, + Consume: consume, + Output: def.ID, + Message: fmt.Sprintf("You create %s.", def.Name), + } +} + +func (g *Game) startProduction(sess *net.Session, p *player.Player, recipe *action.RecipeDef, actionType, displayVerb, startMsg, endMsg string, count int) { + g.CancelAction(p) + + if recipe.Skill != "" { + skillLevel := p.Level(player.SkillName(recipe.Skill)) + if skillLevel < recipe.Level { + sess.WriteLine(fmt.Sprintf("You need level %d %s to do that.", recipe.Level, recipe.Skill)) + return + } + } + + if !recipe.HasAllItemsQty(p.CountItem) { + sess.WriteLine("You don't have the required materials.") + return + } + + outputQty := recipe.OutputQty + if outputQty <= 0 { + outputQty = 1 + } + + canPlace := false + outDef, _ := g.ItemStore.Load(recipe.Output) + if outDef != nil && outDef.Stackable { + for i := 0; i < 28; i++ { + slot := p.InvSlot(i) + if slot != nil && slot.ItemID == recipe.Output { + canPlace = true + break + } + } + } + if !canPlace && p.FirstFreeSlot() == -1 { + sess.WriteLine("Your inventory is too full!") + return + } + + wait := recipe.Wait + if wait <= 0 { + wait = 4 + } + + outputName := recipe.Output + if outDef != nil { + outputName = outDef.Name + } + + p.Action = &action.Action{ + Type: actionType, + TargetID: recipe.ID, + TargetName: outputName, + Data: map[string]any{ + "recipe_id": recipe.ID, + "phase": 0, + "wait": wait, + "start_msg": startMsg, + "end_msg": endMsg, + "remaining": count, + }, + WaitLeft: engine.ToTicks(1), + } + + p.ActionState = &ActionState{Type: ActionProducing, TargetName: outputName, Verb: displayVerb} +} + +func (g *Game) startProductionFromRecipe(sess *net.Session, p *player.Player, recipe *action.RecipeDef, count int) { + _, stationName := g.findStation(p.RoomID, recipe.Station) + if stationName == "" { + stationName = "inventory" + } + + firstItem := recipe.FirstItemName(func(id string) (string, bool) { + def, err := g.ItemStore.Load(id) + if err != nil { + return id, false + } + return def.Name, true + }) + + var actionType, displayVerb, startMsg, endMsg string + switch recipe.Type { + case "cooking": + actionType = "cook" + displayVerb = "cooking" + if stationName != "inventory" { + startMsg = fmt.Sprintf("You start cooking %s on the %s.", firstItem, stationName) + } else { + startMsg = fmt.Sprintf("You start making %s.", firstItem) + } + endMsg = "You've cooked everything you can." + case "smelting": + actionType = "smelt" + displayVerb = "smelting" + startMsg = fmt.Sprintf("You begin to process %s in the furnace.", firstItem) + endMsg = "You've processed all the ore in your inventory." + case "smithing": + actionType = "smith" + displayVerb = "smithing" + startMsg = fmt.Sprintf("You hammer the %s on the anvil...", firstItem) + endMsg = "You've used all the bars you can." + case "combine": + actionType = "combine" + displayVerb = "combining" + startMsg = fmt.Sprintf("You start combining %s.", firstItem) + endMsg = "You've run out of materials." + default: + actionType = "craft" + displayVerb = "crafting" + startMsg = fmt.Sprintf("You start crafting with %s.", firstItem) + endMsg = "You've run out of materials." + } + + g.startProduction(sess, p, recipe, actionType, displayVerb, startMsg, endMsg, count) +} + +func (g *Game) loadProductionRecipe(recipeID string) *action.RecipeDef { + all, err := g.RecipeStore.LoadAll() + if err == nil { + for _, r := range all { + if r.ID == recipeID { + return &r + } + } + } + if strings.HasPrefix(recipeID, "combine_") { + itemID := strings.TrimPrefix(recipeID, "combine_") + if itemDef, err := g.ItemStore.Load(itemID); err == nil && len(itemDef.MadeFrom) > 0 { + return g.buildCombineRecipe(itemDef) + } + } + return nil +} + +func (g *Game) advanceProduction(sess *net.Session, p *player.Player) bool { + recipeID := p.Action.Data["recipe_id"].(string) + phase := p.Action.Data["phase"].(int) + wait := p.Action.Data["wait"].(float64) + startMsg, _ := p.Action.Data["start_msg"].(string) + endMsg, _ := p.Action.Data["end_msg"].(string) + remaining, _ := p.Action.Data["remaining"].(int) + + recipe := g.loadProductionRecipe(recipeID) + if recipe == nil { + g.CancelAction(p) + return false + } + + if phase == 0 { + if startMsg != "" { + sess.WriteLine(fmt.Sprintf("\n%s", startMsg)) + } + p.Action.Data["phase"] = 1 + p.Action.WaitLeft = engine.ToTicks(wait) + return true + } + + skillLevel := p.Level(player.SkillName(recipe.Skill)) + chance := 1.0 + if recipe.Success != nil { + chance = action.SuccessChance(*recipe.Success, skillLevel, recipe.Level) + } + + if rand.Float64() < chance { + outputQty := recipe.OutputQty + if outputQty <= 0 { + outputQty = 1 + } + + byproducts := g.collectByproducts(p, recipe) + + placed := false + outDef, _ := g.ItemStore.Load(recipe.Output) + if outDef != nil && outDef.Stackable { + for i := 0; i < 28; i++ { + slot := p.InvSlot(i) + if slot != nil && slot.ItemID == recipe.Output { + recipe.ConsumeAll(p.HasItem, p.RemoveItem) + slot.Quantity += outputQty + placed = true + break + } + } + } + if !placed { + freeSlot := p.FirstFreeSlot() + if freeSlot == -1 { + sess.WriteLine("Your inventory is too full!") + g.CancelAction(p) + return false + } + recipe.ConsumeAll(p.HasItem, p.RemoveItem) + p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: recipe.Output, Quantity: outputQty}) + } + + for _, bp := range byproducts { + if slot := p.FirstFreeSlot(); slot >= 0 { + p.SetInvSlot(slot, &player.InventorySlot{ItemID: bp, Quantity: 1}) + } + } + + 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! ***", newLevel, recipe.Skill))) + } + } + g.AccountStore.SaveCharacter(p) + + msg := recipe.Message + if msg == "" { + outputName := recipe.Output + if outDef != nil { + outputName = outDef.Name + } + msg = fmt.Sprintf("You produce %s.", outputName) + } + if p.OptionBool("xp_drops") && recipe.XP > 0 { + abbr := player.SkillAbbr[player.SkillName(recipe.Skill)] + msg += g.colorize(sess, "xp", fmt.Sprintf(" (+%dxp %s)", recipe.XP, abbr)) + } + sess.WriteLine(msg) + } else { + recipe.ConsumeAll(p.HasItem, p.RemoveItem) + + if recipe.Fail != "" { + freeSlot := p.FirstFreeSlot() + if freeSlot >= 0 { + p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: recipe.Fail, Quantity: 1}) + } + } + g.AccountStore.SaveCharacter(p) + + msg := recipe.FailMessage + if msg == "" { + msg = "You fail and the materials are lost." + } + sess.WriteLine(g.colorize(sess, "damage", msg)) + } + + if remaining > 0 { + remaining-- + p.Action.Data["remaining"] = remaining + if remaining <= 0 { + if endMsg != "" { + sess.WriteLine(fmt.Sprintf("\n%s", endMsg)) + } + g.CancelAction(p) + return false + } + } + + if g.canContinueProduction(p, recipe) { + p.Action.WaitLeft = engine.ToTicks(wait) + return true + } + + if endMsg != "" { + sess.WriteLine(fmt.Sprintf("\n%s", endMsg)) + } + g.CancelAction(p) + return false +} + +func (g *Game) collectByproducts(p *player.Player, recipe *action.RecipeDef) []string { + var byproducts []string + for _, e := range recipe.Consume { + if len(e.Byproducts) == 0 { + continue + } + for i, id := range e.Items { + if p.HasItem(id) && i < len(e.Byproducts) && e.Byproducts[i] != "" { + byproducts = append(byproducts, e.Byproducts[i]) + break + } + } + } + return byproducts +} + +func (g *Game) canContinueProduction(p *player.Player, recipe *action.RecipeDef) bool { + if !recipe.HasAllItemsQty(p.CountItem) { + return false + } + outputQty := recipe.OutputQty + if outputQty <= 0 { + outputQty = 1 + } + outDef, _ := g.ItemStore.Load(recipe.Output) + if outDef != nil && outDef.Stackable { + for i := 0; i < 28; i++ { + slot := p.InvSlot(i) + if slot != nil && slot.ItemID == recipe.Output { + return true + } + } + } + return p.FirstFreeSlot() >= 0 +} + +func (g *Game) handleRecipeChoice(sess *net.Session, input string) { + input = strings.TrimSpace(input) + if input == "" { + return + } + + choice, err := strconv.Atoi(input) + if err != nil { + sess.State = net.StateGame + sess.PendingMenu = nil + sess.WriteLine("Never mind.") + g.reprompt(sess) + return + } + + if len(sess.PendingMenu) > 0 { + menuData := sess.PendingMenu + sess.PendingMenu = nil + if choice <= 0 || choice > len(menuData)+1 { + sess.WriteLine("Invalid choice.") + return + } + sess.State = net.StateGame + if choice == len(menuData)+1 { + sess.WriteLine("Never mind.") + g.reprompt(sess) + return + } + entry := menuData[choice-1] + + if cid, ok := entry["combine_item"]; ok { + g.promptHowMany(sess, "combine_"+cid) + return + } + + if barID, ok := entry["bar_id"]; ok { + p := sess.Player.(*player.Player) + allRecipes, _ := g.RecipeStore.LoadAll() + g.showSmithTable(sess, p, barID, allRecipes) + return + } + + if rid, ok := entry["recipe_id"]; ok { + g.promptHowMany(sess, rid) + return + } + + g.reprompt(sess) + return + } + + sess.State = net.StateGame + g.reprompt(sess) +} |
