diff options
Diffstat (limited to 'internal/game/sys_labor.go')
| -rw-r--r-- | internal/game/sys_labor.go | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/internal/game/sys_labor.go b/internal/game/sys_labor.go new file mode 100644 index 0000000..102c54e --- /dev/null +++ b/internal/game/sys_labor.go @@ -0,0 +1,81 @@ +package game + +import ( + "fmt" + "strings" + + "thehouseoficarus/internal/net" + "thehouseoficarus/internal/player" + "thehouseoficarus/internal/world" +) + +// taskWorkVerb returns the flavor verb for working on a task worksite. Designers +// set `verb:` on the mob (e.g. "survey", "prospect", "build"); the default is +// "work on". The player-facing command is always `work` (or `attack`). +func taskWorkVerb(mob *world.MobInstance) string { + if mob != nil && mob.Verb != "" { + return mob.Verb + } + return "work on" +} + +// progressBar renders a bar that fills as progress rises toward max — the +// inverse of hpBar. It is used for task worksites whose internal HP drains to 0 +// to complete the work (progress = MaxHP - HP). +func (g *Game) progressBar(sess *net.Session, progress, max int) string { + if max <= 0 { + max = 1 + } + if progress < 0 { + progress = 0 + } + if progress > max { + progress = max + } + + pct := float64(progress) / float64(max) * 100.0 + var fgColor int + switch { + case pct >= 70: + fgColor = 82 + case pct >= 40: + fgColor = 220 + default: + fgColor = 39 + } + + unicode := sess.Player != nil && sess.Player.OptionBool("unicode") + style := &BarStyle{FilledColor: fgColor, EmptyColor: 238, EmptyDim: true} + bar := RenderColoredBar(progress, max, 10, unicode, style, g.colorMode(sess)) + return "[" + bar + "]" +} + +// writeTaskProgress prints the per-tick progress line for a task worksite, +// mirroring the combat hit line but framed as labor instead of damage. +func (g *Game) writeTaskProgress(sess *net.Session, p *player.Player, mob *world.MobInstance, dmg int, gains []xpGain) { + progress := mob.MaxHP - mob.HP + if progress < 0 { + progress = 0 + } + pct := 0 + if mob.MaxHP > 0 { + pct = progress * 100 / mob.MaxHP + } + + noun := mob.ProgressNoun + if noun == "" { + noun = "work" + } + + prefix := fmt.Sprintf("You advance the %s on %s.", noun, g.colorize(sess, "mob", mobDisplayName(mob, true))) + line := fmt.Sprintf("%s %s %3d%%", prefix, g.progressBar(sess, progress, mob.MaxHP), pct) + + if p.OptionBool("xp_drops") && len(gains) > 0 { + var parts []string + for _, gain := range gains { + parts = append(parts, fmt.Sprintf("+%dxp %s", gain.XP, player.SkillAbbr[player.SkillName(gain.Skill)])) + } + line += g.colorize(sess, "xp", " ("+strings.Join(parts, ", ")+")") + } + sess.WriteLine(line) +} |
