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package game
import (
"fmt"
"math/rand"
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/engine"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
func (g *Game) startObstacle(sess *net.Session, p *player.Player, info *ObstacleInfo) {
failChance := g.calcFailChance(p, info)
msgs := make([]any, len(info.Messages))
for i, m := range info.Messages {
msgs[i] = m
}
gerund := info.Verb + "ing"
if g, ok := verbGerund[info.Verb]; ok {
gerund = g
}
p.Action = &behavior.Action{
Type: behavior.TypeObstacle,
TargetID: info.CourseID,
TargetName: info.CourseName,
WaitLeft: 0,
Data: &behavior.ObstacleData{
CourseID: info.CourseID,
Phase: 0,
ObstacleIndex: info.ObstacleIndex,
TotalObstacles: info.TotalObstacles,
NextRoom: info.NextRoom,
StartRoom: info.StartRoom,
ObstacleXP: info.ObstacleXP,
CompletionXP: info.CompletionXP,
FailChance: failChance,
FailDamageMin: info.FailDamage[0],
FailDamageMax: info.FailDamage[1],
Messages: msgs,
TicksPerPhase: info.TicksPerPhase,
RequiredLevel: info.RequiredLevel,
},
}
g.broadcastAction(sess, "%s starts %s on the %s.", p.Name, gerund, info.CourseName)
}
func (g *Game) advanceObstacle(sess *net.Session, p *player.Player) {
d := p.Action.Data.(*behavior.ObstacleData)
phase := d.Phase
messages := d.Messages
ticksPerPhase := d.TicksPerPhase
if phase >= len(messages) {
g.cancelAction(p)
return
}
msg := messages[phase].(string)
sess.WriteLine(g.colorize(sess, "broadcast", msg))
if phase == 1 {
failChance := d.FailChance
if rand.Float64() < failChance {
g.obstacleFail(sess, p, d)
return
}
}
nextPhase := phase + 1
if nextPhase >= len(messages) {
obstacleXP := d.ObstacleXP
completionXP := d.CompletionXP
nextRoom := d.NextRoom
startRoom := d.StartRoom
obstacleIndex := d.ObstacleIndex
totalObstacles := d.TotalObstacles
courseID := d.CourseID
if obstacleXP > 0 {
g.awardSkillXP(sess, p, player.Agility, obstacleXP)
if p.OptionBool("xp_drops") {
sess.WriteLine(g.colorize(sess, "xp",
fmt.Sprintf("(+%dxp %s)", obstacleXP, player.SkillAbbr[player.Agility])))
}
}
isLastObstacle := obstacleIndex == totalObstacles-1
if isLastObstacle {
if completionXP > 0 {
g.awardSkillXP(sess, p, player.Agility, completionXP)
if p.OptionBool("xp_drops") {
sess.WriteLine(g.colorize(sess, "xp",
fmt.Sprintf("(+%dxp %s course bonus)", completionXP, player.SkillAbbr[player.Agility])))
}
}
lapKey := "agility_laps_" + courseID
laps := getPlayerFlagInt(p, lapKey) + 1
g.setPlayerFlag(p, lapKey, laps)
courseName := p.Action.TargetName
sess.WriteLine(g.colorize(sess, "broadcast",
fmt.Sprintf("Course complete! %s lap %d finished.", courseName, laps)))
g.cancelAction(p)
g.teleportPlayer(sess, p, startRoom)
} else {
g.cancelAction(p)
g.teleportPlayer(sess, p, nextRoom)
}
g.AccountStore.SaveCharacter(p)
return
}
d.Phase = nextPhase
p.Action.WaitLeft = engine.ToTicks(ticksPerPhase)
}
func (g *Game) obstacleFail(sess *net.Session, p *player.Player, d *behavior.ObstacleData) {
startRoom := d.StartRoom
failMin := d.FailDamageMin
failMax := d.FailDamageMax
damage := failMin
if failMax > failMin {
damage = failMin + rand.Intn(failMax-failMin+1)
}
sess.WriteLine(g.colorize(sess, "damage_taken", "You slip and fall!"))
p.HP -= damage
if p.HP < 1 {
p.HP = 1
}
sess.WriteLine(g.colorize(sess, "damage_taken",
fmt.Sprintf("You take %d damage. HP: %d/%d", damage, p.HP, p.MaxHP())))
g.AccountStore.SaveCharacter(p)
g.cancelAction(p)
g.teleportPlayer(sess, p, startRoom)
}
func (g *Game) calcFailChance(p *player.Player, info *ObstacleInfo) float64 {
level := p.Level(player.Agility)
required := info.RequiredLevel
chance := 0.30 - float64(level-required)*0.01
if chance < 0.05 {
chance = 0.05
}
if chance > 0.60 {
chance = 0.60
}
return chance
}
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