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Diffstat (limited to 'internal/game/sys_labor.go')
-rw-r--r--internal/game/sys_labor.go81
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)
+}