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-rw-r--r--internal/game/action_production.go467
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)
+}