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

import "fmt"

type ActionType string

const (
	ActionIdle      ActionType = ""
	ActionGathering ActionType = "gathering"
	ActionCombating ActionType = "combating"
	ActionMoving    ActionType = "moving"
	ActionUsing     ActionType = "using"
	ActionTalking   ActionType = "talking"
	ActionToggling  ActionType = "toggling"
	ActionBurning   ActionType = "burning"
	ActionStoking   ActionType = "stoking"
	ActionPickingUp ActionType = "picking_up"
	ActionDropping  ActionType = "dropping"
	ActionSearching ActionType = "searching"
	ActionResting   ActionType = "resting"
	ActionWalking   ActionType = "walking"
	ActionCooking   ActionType = "cooking"
	ActionEating    ActionType = "eating"
)

type ActionState struct {
	Type       ActionType
	TargetName string
	ToolName   string
	Direction  string
	Verb       string
}

func (a *ActionState) Description() string {
	if a == nil || a.Type == ActionIdle {
		return ""
	}
	switch a.Type {
	case ActionGathering:
		desc := a.Verb + " a " + a.TargetName
		if a.ToolName != "" {
			desc += " with a " + a.ToolName
		}
		return desc
	case ActionCombating:
		return "fighting a " + a.TargetName
	case ActionMoving:
		return "walking in from the " + a.Direction
	case ActionUsing:
		return "using a " + a.TargetName
	case ActionTalking:
		return "talking to " + a.TargetName
	case ActionToggling:
		return fmt.Sprintf("pulling a %s", a.TargetName)
	case ActionBurning:
		return "trying to start a fire"
	case ActionStoking:
		return "tending to a fire"
	case ActionPickingUp:
		return "picking up " + a.TargetName
	case ActionDropping:
		return "dropping " + a.TargetName
	case ActionSearching:
		return "digging through a " + a.TargetName
	case ActionResting:
		return "resting"
	case ActionWalking:
		return "walking somewhere with a purpose!"
	case ActionCooking:
		return "cooking some " + a.TargetName
	case ActionEating:
		return "eating " + a.TargetName
	}
	return ""
}