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package game
import (
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/engine"
"thehouseoficarus/internal/item"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
func (g *Game) startCombine(sess *net.Session, p *player.Player, item *item.ItemDef, craft *item.CraftDef, count int) {
g.cancelAction(p)
g.cancelBgAction(p)
if !craftHasAllItemsQty(craft, p.CountItem) {
sess.WriteLine("You don't have the required materials.")
g.reprompt(sess)
return
}
outDef, _ := g.ItemStore.Load(item.ID)
outputName := item.ID
if outDef != nil {
outputName = outDef.Name
}
startMsg := g.resolveCraftMessage(sess, craft.StartMessage, "You start combining %i1.", craft, item.ID, nil, p.HasItem)
endMsg := g.resolveCraftMessage(sess, craft.EndMessage, "You've finished combining.", craft, item.ID, nil, p.HasItem)
p.Action = &behavior.Action{
Type: behavior.TypeCombine,
TargetID: item.ID,
TargetName: outputName,
Data: &behavior.CombineData{
ItemID: item.ID,
Phase: 0,
StepIndex: 0,
Remaining: count,
StartMessage: startMsg,
EndMessage: endMsg,
TicksPerCycle: craft.TicksPerCycle,
},
WaitLeft: engine.ToTicks(1),
}
g.broadcastAction(sess, "%s starts combining.", p.Name)
}
func (g *Game) advanceCombine(sess *net.Session, p *player.Player) {
d, ok := p.Action.Data.(*behavior.CombineData)
if !ok {
g.cancelAction(p)
return
}
item := g.loadCraftItem(d.ItemID)
if item == nil {
g.cancelAction(p)
return
}
craft := item.FirstCraft()
switch d.Phase {
case 0:
if d.StartMessage != "" {
sess.WriteLine(d.StartMessage)
}
d.Phase = 1
if len(craft.Steps) > 0 {
p.Action.WaitLeft = engine.ToTicks(craft.Steps[0].Delay)
} else {
firstWait := craft.TicksPerCycle
if firstWait <= 0 {
firstWait = 4
}
p.Action.WaitLeft = engine.ToTicks(firstWait)
}
return
case 1:
if len(craft.Steps) > 0 && d.StepIndex < len(craft.Steps) {
step := craft.Steps[d.StepIndex]
sess.WriteLine(g.resolveCraftVar(sess, step.Message, craft, item.ID, nil, p.HasItem))
d.StepIndex++
if d.StepIndex < len(craft.Steps) {
p.Action.WaitLeft = engine.ToTicks(craft.Steps[d.StepIndex].Delay)
return
}
}
d.Phase = 2
p.Action.WaitLeft = engine.ToTicks(1)
return
case 2:
if !craftHasAllItemsQty(craft, p.CountItem) {
if d.EndMessage != "" {
sess.WriteLine(d.EndMessage)
}
g.cancelAction(p)
return
}
consumeIngredients(craft, p.HasItem, p.RemoveItem)
outputQty := craft.OutputQty
if outputQty <= 0 {
outputQty = 1
}
outDef, _ := g.ItemStore.Load(item.ID)
placed := false
if outDef != nil && outDef.Stackable {
for i := 0; i < 28; i++ {
slot := p.InvSlot(i)
if slot != nil && slot.ItemID == item.ID {
slot.Quantity += outputQty
placed = true
break
}
}
}
if !placed {
freeSlot := p.FirstFreeSlot()
if freeSlot == -1 {
sess.WriteLine("Your inventory is too full!")
g.cancelAction(p)
return
}
p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: item.ID, Quantity: outputQty})
}
g.AccountStore.SaveCharacter(p)
if d.Remaining > 0 {
d.Remaining--
if d.Remaining <= 0 {
if d.EndMessage != "" {
sess.WriteLine(d.EndMessage)
}
g.cancelAction(p)
return
}
}
if !craftHasAllItemsQty(craft, p.CountItem) {
if d.EndMessage != "" {
sess.WriteLine(d.EndMessage)
}
g.cancelAction(p)
return
}
d.Phase = 0
d.StepIndex = 0
p.Action.WaitLeft = engine.ToTicks(1)
}
}
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