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package game
import (
"fmt"
"thehouseoficarus/internal/action"
"thehouseoficarus/internal/engine"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
func (g *Game) startSearch(sess *net.Session, p *player.Player, itemID string, slotIdx int) {
def, err := g.ItemStore.Load(itemID)
if err != nil || def.SearchTable == "" {
sess.WriteLine("You can't search that.")
return
}
ticks := def.SearchTicks
if ticks <= 0 {
ticks = 3
}
p.Action = &action.Action{
Type: "search",
TargetID: itemID,
TargetName: def.Name,
WaitLeft: engine.ToTicks(ticks),
Data: map[string]any{
"item_id": itemID,
"slot_idx": slotIdx,
"started": false,
},
}
p.ActionState = &ActionState{Type: ActionSearching, TargetName: def.Name}
if g.Hub != nil {
for _, other := range g.Hub.PlayersInRoom(p.RoomID) {
if other != sess && other.Player != nil {
other.WriteLine(g.colorize(other, "broadcast", fmt.Sprintf("\n%s searches a %s.", p.Name, def.Name)))
}
}
}
}
func (g *Game) advanceSearch(sess *net.Session, p *player.Player) {
data := p.Action.Data
itemID := data["item_id"].(string)
slotIdx := data["slot_idx"].(int)
started := data["started"].(bool)
def, err := g.ItemStore.Load(itemID)
if err != nil {
sess.WriteLine("Something went wrong.")
g.cancelAction(p)
return
}
if !started {
msg := def.SearchMessage
if msg == "" {
msg = fmt.Sprintf("digging through the %s", def.Name)
}
sess.WriteLine(fmt.Sprintf("You begin %s.", msg))
data["started"] = true
return
}
slot := p.InvSlot(slotIdx)
if slot == nil || slot.ItemID != itemID || slot.Quantity <= 0 {
sess.WriteLine("The item is gone.")
g.cancelAction(p)
return
}
if slot.Quantity > 1 {
slot.Quantity--
} else {
p.SetInvSlot(slotIdx, nil)
}
dt, err := action.LoadDropTable(g.DataDir, def.SearchTable)
if err == nil && len(dt.Drops) > 0 {
drop := action.ResolveDrop(g.DataDir, dt.Drops)
if drop != nil && drop.ItemID != "" {
g.giveSearchLoot(sess, p, drop)
}
}
if def.SearchMiscTable != "" {
dt2, err := action.LoadDropTable(g.DataDir, def.SearchMiscTable)
if err == nil && len(dt2.Drops) > 0 {
drop := action.ResolveDrop(g.DataDir, dt2.Drops)
if drop != nil && drop.ItemID != "" {
g.giveSearchLoot(sess, p, drop)
}
}
}
g.AccountStore.SaveCharacter(p)
g.cancelAction(p)
}
func (g *Game) giveSearchLoot(sess *net.Session, p *player.Player, drop *action.DropEntry) {
qty := drop.Quantity
if qty <= 0 {
qty = 1
}
name := drop.ItemID
lootDef, _ := g.ItemStore.Load(drop.ItemID)
if lootDef != nil {
name = lootDef.Name
}
if drop.ItemID == "credits" {
p.Credits += qty
sess.WriteLine(g.colorize(sess, "credits_pickup", fmt.Sprintf("You find %d credits.", qty)))
return
}
freeSlot := p.FirstFreeSlot()
if freeSlot == -1 {
g.World.AddGroundItem(p.RoomID, drop.ItemID, qty)
sess.WriteLine(fmt.Sprintf("You find %s. It falls to the ground.", g.itemColorize(sess, lootDef, name)))
return
}
p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: drop.ItemID, Quantity: qty})
sess.WriteLine(fmt.Sprintf("You find %s.", g.itemColorize(sess, lootDef, name)))
}
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