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path: root/internal/game/sys_assassin.go
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Diffstat (limited to 'internal/game/sys_assassin.go')
-rw-r--r--internal/game/sys_assassin.go32
1 files changed, 16 insertions, 16 deletions
diff --git a/internal/game/sys_assassin.go b/internal/game/sys_assassin.go
index 1927399..720529c 100644
--- a/internal/game/sys_assassin.go
+++ b/internal/game/sys_assassin.go
@@ -51,9 +51,9 @@ func (g *Game) assignAssassinTask(sess *net.Session, p *player.Player) {
}
}
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.setPlayerFlag(p, "assassin_task_mob", chosen.MobID)
+ g.setPlayerFlag(p, "assassin_task_total", count)
+ g.setPlayerFlag(p, "assassin_task_remaining", count)
g.AccountStore.SaveCharacter(p)
def, err := g.MobStore.LoadDef(chosen.MobID)
@@ -79,20 +79,20 @@ func (g *Game) onAssassinKill(sess *net.Session, p *player.Player, mob *world.Mo
sess.WriteLine(g.colorize(sess, "xp", fmt.Sprintf(" (+%dxp asm)", xp)))
}
remaining--
- setPlayerFlag(p, "assassin_task_remaining", remaining)
+ g.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)
+ g.setPlayerFlag(p, "assassin_tasks_completed", completed)
+ g.setPlayerFlag(p, "assassin_streak", streak)
delete(p.Flags, "assassin_task_mob")
- setPlayerFlag(p, "assassin_task_remaining", 0)
- setPlayerFlag(p, "assassin_task_total", 0)
+ g.setPlayerFlag(p, "assassin_task_remaining", 0)
+ g.setPlayerFlag(p, "assassin_task_total", 0)
rep := 1
bonus := streakBonus(streak)
rep += bonus
currentRep := getPlayerFlagInt(p, "assassin_reputation")
- setPlayerFlag(p, "assassin_reputation", currentRep+rep)
+ g.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)))
@@ -116,11 +116,11 @@ func (g *Game) skipAssassinTask(sess *net.Session, p *player.Player) {
sess.WriteLine("You don't have enough Reputation to skip. (Need 30, have " + fmt.Sprint(rep) + ")")
return
}
- setPlayerFlag(p, "assassin_reputation", rep-30)
+ g.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.setPlayerFlag(p, "assassin_task_remaining", 0)
+ g.setPlayerFlag(p, "assassin_task_total", 0)
+ g.setPlayerFlag(p, "assassin_streak", 0)
g.AccountStore.SaveCharacter(p)
}
@@ -135,15 +135,15 @@ func (g *Game) extendAssassinTask(sess *net.Session, p *player.Player) {
sess.WriteLine("You don't have an active task to extend.")
return
}
- setPlayerFlag(p, "assassin_reputation", rep-30)
+ g.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.setPlayerFlag(p, "assassin_task_total", total+extension)
+ g.setPlayerFlag(p, "assassin_task_remaining", remaining+extension)
g.AccountStore.SaveCharacter(p)
def, _ := g.MobStore.LoadDef(taskMob)