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path: root/internal/game/act_trigger_module.go
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package game

import (
	"fmt"

	"thehouseoficarus/internal/behavior"
	"thehouseoficarus/internal/net"
	"thehouseoficarus/internal/player"
)

func (g *Game) startTriggerModule(sess *net.Session, p *player.Player, mod *ModDef) {
	if p.Action != nil {
		g.cancelAction(p)
	}
	p.Action = &behavior.Action{
		Type:       behavior.TypeTriggerModule,
		TargetID:   mod.ID,
		TargetName: mod.Name,
		WaitLeft:   0,
		Data: &behavior.TriggerModuleData{
			ModID:     mod.ID,
			Steps:     mod.Sequence,
			StepIndex: 0,
		},
	}
	g.writePrompt(sess)
}

func (g *Game) advanceTriggerModule(sess *net.Session, p *player.Player) {
	data := p.Action.Data.(*behavior.TriggerModuleData)

	mod := GetMod(data.ModID)
	if mod == nil {
		g.cancelAction(p)
		sess.WriteLine("The module has vanished.")
		return
	}

	if data.StepIndex < len(data.Steps) {
		step := data.Steps[data.StepIndex]
		sess.WriteLine(step.Message)
		data.StepIndex++
		p.Action.WaitLeft = step.Delay
	} else {
		g.triggerModReward(sess, p, mod, 1.0)
		if g.Combat.Get(p.Name) != nil {
			g.Combat.Leave(p.Name)
		}
		switch mod.Category {
		case ModTransport:
			g.executeTransportEffect(sess, p, mod)
			if mod.ID == "transport_home" {
				p.HomeTransportCooldown = 3000
			}
		default:
			sess.WriteLine(fmt.Sprintf("%s completes.", mod.Name))
		}
		g.cancelAction(p)
		g.writePrompt(sess)
	}
}