diff options
Diffstat (limited to 'internal/game/sys_assassin.go')
| -rw-r--r-- | internal/game/sys_assassin.go | 32 |
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) |
