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package game
import (
"fmt"
"math/rand"
"thehouseoficarus/internal/action"
"thehouseoficarus/internal/engine"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/object"
"thehouseoficarus/internal/player"
)
func (g *Game) startUse(sess *net.Session, p *player.Player, obj *object.ObjectDef) {
cfg := obj.Use
if cfg == nil {
sess.WriteLine("You can't use this.")
return
}
for itemID := range cfg.Consume {
if !p.HasItem(itemID) {
defName := itemID
if def, err := g.ItemStore.Load(itemID); err == nil {
defName = def.Name
}
sess.WriteLine(fmt.Sprintf("You need %s to use this.", defName))
return
}
}
if cfg.Success == nil && p.FirstFreeSlot() == -1 {
sess.WriteLine("Your inventory is full.")
return
}
p.ActionState = &ActionState{Type: ActionUsing, TargetName: obj.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 uses the %s.", p.Name, obj.Name)))
}
}
}
p.Action = &action.Action{
Type: "use",
TargetID: obj.ID,
TargetName: obj.Name,
WaitLeft: engine.ToTicks(1),
Data: map[string]any{"step": 0, "use_cfg": cfg},
}
sess.WriteLine(fmt.Sprintf("\n%s", cfg.Message))
}
func (g *Game) advanceUse(sess *net.Session, p *player.Player) {
cfg, ok := p.Action.Data["use_cfg"].(*action.UseConfig)
if !ok || cfg == nil {
g.cancelAction(p)
return
}
for itemID, qty := range cfg.Consume {
if !p.HasItem(itemID) {
defName := itemID
if def, err := g.ItemStore.Load(itemID); err == nil {
defName = def.Name
}
sess.WriteLine(fmt.Sprintf("You've run out of %s.", defName))
g.cancelAction(p)
return
}
if !p.RemoveItem(itemID, qty) {
sess.WriteLine(fmt.Sprintf("You need %d of %s.", qty, itemID))
g.cancelAction(p)
return
}
}
if cfg.Success != nil {
skillLevel := p.Level(player.SkillName(cfg.Skill))
chance := action.SuccessChance(*cfg.Success, skillLevel, cfg.Level)
if rand.Float64() >= chance {
if cfg.FailMsg != "" {
sess.WriteLine(cfg.FailMsg)
}
p.Action.WaitLeft = engine.ToTicks(cfg.Wait)
return
}
}
freeSlot := p.FirstFreeSlot()
if freeSlot == -1 {
sess.WriteLine("Your inventory is full.")
g.cancelAction(p)
return
}
qty := cfg.Reward.Quantity
if qty <= 0 {
qty = 1
}
p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: cfg.Reward.ItemID, Quantity: qty})
if cfg.XP > 0 {
g.awardSkillXP(sess, p, player.SkillName(cfg.Skill), cfg.XP)
}
g.AccountStore.SaveCharacter(p)
itemName := cfg.Reward.ItemID
rewardDef, _ := g.ItemStore.Load(cfg.Reward.ItemID)
if rewardDef != nil {
itemName = rewardDef.Name
}
line := fmt.Sprintf("You make a %s.", g.itemColorize(sess, rewardDef, itemName))
if cfg.XP > 0 && p.OptionBool("xp_drops") {
line += fmt.Sprintf(" (+%dxp %s)", cfg.XP, player.SkillAbbr[player.SkillName(cfg.Skill)])
}
sess.WriteLine(line)
if p.FirstFreeSlot() == -1 {
sess.WriteLine("Your inventory is full.")
g.cancelAction(p)
return
}
p.Action.WaitLeft = engine.ToTicks(cfg.Wait)
}
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