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path: root/internal/game/action_use.go
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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, err := g.BehaviorStore.LoadUse(obj.BehaviorID)
	if err != 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, "behavior_id": obj.BehaviorID},
	}

	sess.WriteLine(fmt.Sprintf("\n%s", cfg.Message))
}

func (g *Game) advanceUse(sess *net.Session, p *player.Player) {
	behaviorID := p.Action.Data["behavior_id"].(string)
	cfg, err := g.BehaviorStore.LoadUse(behaviorID)
	if err != 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 {
		if newLevel := p.AddSkillXP(player.SkillName(cfg.Skill), cfg.XP); newLevel > 0 {
			sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d %s! ***", newLevel, cfg.Skill)))
		}
	}
	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)
}