package game import ( "fmt" "strings" "thehouseoficarus/internal/net" "thehouseoficarus/internal/player" "thehouseoficarus/internal/world" ) type TechEffects struct { AttackPercent int StrengthPercent int DefensePercent int RangedPercent int SciencePercent int ProtectMelee bool ProtectRanged bool ProtectScience bool DamageReduction float64 HPRegenMulti float64 PreserveDrain float64 RetributionPct float64 } type TechDef struct { ID string Name string Level int DrainRate float64 Category string Group string Effects TechEffects } var AllTechs []TechDef var techByID map[string]*TechDef func init() { AllTechs = []TechDef{ {ID: "clarity_1", Name: "Clarity", Level: 4, DrainRate: 0.05, Category: "attack", Group: "attack_tier", Effects: TechEffects{AttackPercent: 5}}, {ID: "clarity_2", Name: "Enhanced Clarity", Level: 16, DrainRate: 0.10, Category: "attack", Group: "attack_tier", Effects: TechEffects{AttackPercent: 10}}, {ID: "clarity_3", Name: "Superior Clarity", Level: 44, DrainRate: 0.15, Category: "attack", Group: "attack_tier", Effects: TechEffects{AttackPercent: 15}}, {ID: "amplifier_1", Name: "Power Amplifier", Level: 7, DrainRate: 0.05, Category: "strength", Group: "strength_tier", Effects: TechEffects{StrengthPercent: 5}}, {ID: "amplifier_2", Name: "Enhanced Amplifier", Level: 23, DrainRate: 0.10, Category: "strength", Group: "strength_tier", Effects: TechEffects{StrengthPercent: 10}}, {ID: "amplifier_3", Name: "Superior Amplifier", Level: 49, DrainRate: 0.15, Category: "strength", Group: "strength_tier", Effects: TechEffects{StrengthPercent: 15}}, {ID: "shield_1", Name: "Energy Shield", Level: 10, DrainRate: 0.05, Category: "defense", Group: "defense_tier", Effects: TechEffects{DefensePercent: 5}}, {ID: "shield_2", Name: "Enhanced Shield", Level: 28, DrainRate: 0.10, Category: "defense", Group: "defense_tier", Effects: TechEffects{DefensePercent: 10}}, {ID: "shield_3", Name: "Superior Shield", Level: 52, DrainRate: 0.15, Category: "defense", Group: "defense_tier", Effects: TechEffects{DefensePercent: 15}}, {ID: "targeting_1", Name: "Targeting System", Level: 8, DrainRate: 0.05, Category: "ranged", Group: "ranged_tier", Effects: TechEffects{RangedPercent: 5}}, {ID: "targeting_2", Name: "Enhanced Targeting", Level: 22, DrainRate: 0.10, Category: "ranged", Group: "ranged_tier", Effects: TechEffects{RangedPercent: 10}}, {ID: "targeting_3", Name: "Superior Targeting", Level: 46, DrainRate: 0.15, Category: "ranged", Group: "ranged_tier", Effects: TechEffects{RangedPercent: 15}}, {ID: "focus_1", Name: "Neural Focus", Level: 9, DrainRate: 0.05, Category: "science", Group: "science_tier", Effects: TechEffects{SciencePercent: 5}}, {ID: "focus_2", Name: "Enhanced Focus", Level: 27, DrainRate: 0.10, Category: "science", Group: "science_tier", Effects: TechEffects{SciencePercent: 10}}, {ID: "focus_3", Name: "Superior Focus", Level: 55, DrainRate: 0.15, Category: "science", Group: "science_tier", Effects: TechEffects{SciencePercent: 15}}, {ID: "protect_melee", Name: "Kinetic Barrier", Level: 37, DrainRate: 0.20, Category: "protection", Group: "protection", Effects: TechEffects{ProtectMelee: true, DamageReduction: 0.4}}, {ID: "protect_ranged", Name: "Projectile Screen", Level: 40, DrainRate: 0.20, Category: "protection", Group: "protection", Effects: TechEffects{ProtectRanged: true, DamageReduction: 0.4}}, {ID: "protect_science", Name: "Neural Firewall", Level: 43, DrainRate: 0.20, Category: "protection", Group: "protection", Effects: TechEffects{ProtectScience: true, DamageReduction: 0.4}}, {ID: "regen", Name: "Nano Repair", Level: 22, DrainRate: 0.10, Category: "utility", Group: "regen_tier", Effects: TechEffects{HPRegenMulti: 2.0}}, {ID: "rapid_heal", Name: "Rapid Repair", Level: 31, DrainRate: 0.15, Category: "utility", Group: "regen_tier", Effects: TechEffects{HPRegenMulti: 4.0}}, {ID: "preserve", Name: "Power Saver", Level: 55, DrainRate: 0.05, Category: "utility", Group: "", Effects: TechEffects{PreserveDrain: 0.2}}, {ID: "retribution", Name: "Dead Man's Switch", Level: 46, DrainRate: 0.10, Category: "utility", Group: "", Effects: TechEffects{RetributionPct: 0.25}}, {ID: "overclock", Name: "Overclock", Level: 60, DrainRate: 0.25, Category: "combo", Group: "attack_tier", Effects: TechEffects{AttackPercent: 15, StrengthPercent: 15}}, {ID: "fortify", Name: "Fortify", Level: 65, DrainRate: 0.25, Category: "combo", Group: "defense_tier", Effects: TechEffects{DefensePercent: 15, HPRegenMulti: 2.0}}, } techByID = make(map[string]*TechDef, len(AllTechs)) for i := range AllTechs { techByID[AllTechs[i].ID] = &AllTechs[i] } } func GetTechDef(id string) *TechDef { return techByID[id] } func TechByPrefixMatch(input string) []*TechDef { input = strings.ToLower(input) var exact []*TechDef var prefix []*TechDef for i := range AllTechs { lower := strings.ToLower(AllTechs[i].Name) lowerID := strings.ToLower(AllTechs[i].ID) if lower == input || lowerID == input { exact = append(exact, &AllTechs[i]) } else if strings.HasPrefix(lower, input) || strings.HasPrefix(lowerID, input) { prefix = append(prefix, &AllTechs[i]) } } if len(exact) > 0 { return exact } return prefix } func techEffectString(tech TechDef) string { var parts []string e := tech.Effects if e.AttackPercent > 0 { parts = append(parts, fmt.Sprintf("+%d%% Attack", e.AttackPercent)) } if e.StrengthPercent > 0 { parts = append(parts, fmt.Sprintf("+%d%% Strength", e.StrengthPercent)) } if e.DefensePercent > 0 { parts = append(parts, fmt.Sprintf("+%d%% Defense", e.DefensePercent)) } if e.RangedPercent > 0 { parts = append(parts, fmt.Sprintf("+%d%% Ranged", e.RangedPercent)) } if e.SciencePercent > 0 { parts = append(parts, fmt.Sprintf("+%d%% Science", e.SciencePercent)) } if e.ProtectMelee { parts = append(parts, fmt.Sprintf("%.0f%% melee protection", e.DamageReduction*100)) } if e.ProtectRanged { parts = append(parts, fmt.Sprintf("%.0f%% ranged protection", e.DamageReduction*100)) } if e.ProtectScience { parts = append(parts, fmt.Sprintf("%.0f%% science protection", e.DamageReduction*100)) } if e.HPRegenMulti > 0 { parts = append(parts, fmt.Sprintf("%.0fx HP regen", e.HPRegenMulti)) } if e.PreserveDrain > 0 { parts = append(parts, fmt.Sprintf("%.0f%% drain reduction", e.PreserveDrain*100)) } if e.RetributionPct > 0 { parts = append(parts, fmt.Sprintf("%.0f%% retribution", e.RetributionPct*100)) } return strings.Join(parts, ", ") } func (g *Game) totalTechBonus(p *player.Player) int { total := 0 for _, itemID := range p.Equipment { def, err := g.ItemStore.Load(itemID) if err == nil { total += def.Stats.TechnologyBonus } } return total } func (g *Game) techLevelBonus(p *player.Player, stat string) int { if len(p.ActiveTechs) == 0 { return 0 } totalPercent := 0 for id := range p.ActiveTechs { def := GetTechDef(id) if def == nil { continue } switch stat { case "attack": totalPercent += def.Effects.AttackPercent case "strength": totalPercent += def.Effects.StrengthPercent case "defense": totalPercent += def.Effects.DefensePercent case "ranged": totalPercent += def.Effects.RangedPercent case "science": totalPercent += def.Effects.SciencePercent } } if totalPercent == 0 { return 0 } var baseLevel int switch stat { case "attack": baseLevel = p.Level(player.Attack) case "strength": baseLevel = p.Level(player.Strength) case "defense": baseLevel = p.Level(player.Defense) case "ranged": baseLevel = p.Level(player.Ranged) case "science": baseLevel = p.Level(player.Science) } return baseLevel * totalPercent / 100 } func (g *Game) tryRecharge(sess *net.Session, p *player.Player, input string) bool { lower := strings.ToLower(strings.TrimSpace(input)) instances := g.World.FindObjInstances(p.RoomID, lower) for _, st := range instances { if st.DefID == "charging_station" || st.DefID == "power_conduit" { if p.Battery >= p.MaxBattery() { sess.WriteLine("\nYour battery is already full.") } else { p.Battery = p.MaxBattery() g.AccountStore.SaveCharacter(p) sess.WriteLine(g.colorize(sess, "battery", "\nYou connect to the charging station. Your battery is fully recharged.")) } return true } } return false } func (g *Game) applyTechProtection(p *player.Player, mob *world.MobInstance, dmg int) int { if len(p.ActiveTechs) == 0 { return dmg } attackType := mob.AttackType if attackType == "" { attackType = "crush" } var protectTechID string switch attackType { case "stab", "slash", "crush": protectTechID = "protect_melee" case "ranged": protectTechID = "protect_ranged" case "science": protectTechID = "protect_science" } if protectTechID != "" && p.HasActiveTech(protectTechID) { def := GetTechDef(protectTechID) if def != nil { reduced := int(float64(dmg) * (1.0 - def.Effects.DamageReduction)) if reduced < 0 { reduced = 0 } return reduced } } return dmg }