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path: root/internal/game/act_combine.go
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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)
}

// combineSkill resolves the skill a combine recipe trains. Combine recipes
// declare type "combine", which is an action, not a skill: player.SkillName
// of it is the literal "combine", so p.Level would read a map miss as level 1
// when rolling success and awardSkillXP would persist a phantom "combine"
// skill entry. A recipe that declares a real skill name is honored; anything
// else trains Crafting, the skill combine work belongs to.
func combineSkill(craft *item.CraftDef) player.SkillName {
	skill := player.SkillName(craft.EffectiveSkill())
	if player.ValidSkill(skill) {
		return skill
	}
	return player.Crafting
}

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
		}

		// A full inventory must never destroy materials: verify BOTH the
		// output and any fail replacement can be placed BEFORE collecting
		// byproducts and consuming.
		outDef, _ := g.ItemStore.Load(item.ID)
		if !craftOutputFits(p, item.ID, outDef) || !g.craftFailFits(p, craft) {
			sess.WriteLine("Your inventory is too full!")
			g.cancelAction(p)
			return
		}

		// Byproducts must be collected BEFORE consumption: the resolver maps
		// each ingredient entry to the alternative actually being consumed
		// (bucket vs jug of water), which requires the items still present.
		byproducts := g.collectByproducts(p, item)
		hasItem := craftConsumedHasItem(craft, p.CountItem, p.HasItem)

		if !consumeIngredients(craft, p.CountItem, p.RemoveItem) {
			g.cancelAction(p)
			return
		}

		skill := combineSkill(craft)
		if craftRollSuccess(craft, p.Level(skill)) {
			outputQty := craft.OutputQty
			if outputQty <= 0 {
				outputQty = 1
			}

			if !placeCraftOutput(p, item.ID, outDef, outputQty) {
				// Defensive: the fits check above should have guaranteed a
				// stack or slot.
				sess.WriteLine("Your inventory is too full!")
				g.cancelAction(p)
				return
			}

			// Return the empty containers (and any other byproducts) alongside
			// the output; without this, combine crafts silently discarded them.
			g.placeCraftByproducts(p, byproducts)

			if craft.XP > 0 {
				g.awardSkillXP(sess, p, skill, craft.XP)
			}
		} else {
			g.placeCraftFail(p, craft)
			msg := g.resolveCraftMessage(sess, craft.FailMessage, "", craft, item.ID, nil, hasItem)
			if msg != "" {
				sess.WriteLine(g.colorize(sess, "damage_taken", msg))
			}
		}

		g.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)
	}
}