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

import (
	"fmt"
	"math/rand"
	"strings"

	"thehouseoficarus/internal/combat"
	"thehouseoficarus/internal/net"
	"thehouseoficarus/internal/player"
	"thehouseoficarus/internal/world"
)

func getPlayerFlagInt(p *player.Player, key string) int {
	if p.Flags == nil {
		return 0
	}
	val, ok := p.Flags[key]
	if !ok {
		return 0
	}
	switch v := val.(type) {
	case int:
		return v
	case int64:
		return int(v)
	case float64:
		return int(v)
	}
	return 0
}

func getPlayerFlagString(p *player.Player, key string) string {
	if p.Flags == nil {
		return ""
	}
	val, ok := p.Flags[key]
	if !ok {
		return ""
	}
	s, _ := val.(string)
	return s
}

func setPlayerFlag(p *player.Player, key string, val any) {
	if p.Flags == nil {
		p.Flags = make(map[string]any)
	}
	p.Flags[key] = val
}

type assassinTaskEntry struct {
	MobID    string
	MinLevel int
	MaxLevel int
	MinCount int
	MaxCount int
	Weight   int
}

var assassinTaskTable = []assassinTaskEntry{
	{"man", 1, 15, 10, 25, 8},
	{"cow", 1, 15, 10, 25, 8},
	{"slug", 1, 99, 15, 45, 15},
	{"drone", 15, 99, 20, 50, 12},
	{"crawler", 30, 99, 15, 40, 10},
	{"phantom", 45, 99, 10, 30, 8},
}

func (g *Game) assignAssassinTask(sess *net.Session, p *player.Player) {
	level := p.Level(player.Assassin)
	var eligible []assassinTaskEntry
	totalWeight := 0
	for _, entry := range assassinTaskTable {
		if level >= entry.MinLevel && level <= entry.MaxLevel {
			eligible = append(eligible, entry)
			totalWeight += entry.Weight
		}
	}
	if len(eligible) == 0 {
		sess.WriteLine("The Client shakes their head. \"Nothing available for your level.\"")
		return
	}
	roll := rand.Intn(totalWeight)
	var chosen assassinTaskEntry
	for _, entry := range eligible {
		roll -= entry.Weight
		if roll < 0 {
			chosen = entry
			break
		}
	}
	count := chosen.MinCount + rand.Intn(chosen.MaxCount-chosen.MinCount+1)
	setPlayerFlag(p, "assassin_task_mob", chosen.MobID)
	setPlayerFlag(p, "assassin_task_total", count)
	setPlayerFlag(p, "assassin_task_remaining", count)
	g.AccountStore.SaveCharacter(p)

	def, err := g.MobStore.LoadDef(chosen.MobID)
	name := chosen.MobID
	if err == nil {
		name = def.Name
	}
	sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf("\"Your target: %d %ss. Get to work.\"", count, name)))
}

func (g *Game) onAssassinKill(sess *net.Session, p *player.Player, mob *world.MobInstance) {
	taskMob := getPlayerFlagString(p, "assassin_task_mob")
	if taskMob == "" || taskMob != mob.DefID {
		return
	}
	remaining := getPlayerFlagInt(p, "assassin_task_remaining")
	if remaining <= 0 {
		return
	}
	xp := mob.MaxHP * 2
	newLevel := p.AddSkillXP(player.Assassin, xp)
	if newLevel > 0 {
		sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d Assassin! ***", newLevel)))
	}
	if p.OptionBool("xp_drops") {
		sess.WriteLine(g.colorize(sess, "xp", fmt.Sprintf("  (+%dxp asm)", xp)))
	}
	remaining--
	setPlayerFlag(p, "assassin_task_remaining", remaining)
	if remaining <= 0 {
		completed := getPlayerFlagInt(p, "assassin_tasks_completed") + 1
		streak := getPlayerFlagInt(p, "assassin_streak") + 1
		setPlayerFlag(p, "assassin_tasks_completed", completed)
		setPlayerFlag(p, "assassin_streak", streak)
		delete(p.Flags, "assassin_task_mob")
		setPlayerFlag(p, "assassin_task_remaining", 0)
		setPlayerFlag(p, "assassin_task_total", 0)
		rep := 1
		bonus := streakBonus(streak)
		rep += bonus
		currentRep := getPlayerFlagInt(p, "assassin_reputation")
		setPlayerFlag(p, "assassin_reputation", currentRep+rep)
		sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf("\n*** Assassin task complete! ***")))
		if bonus > 0 {
			sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf("  Streak bonus! %d tasks in a row. +%d bonus reputation.", streak, bonus)))
		}
		sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf("  Reputation earned: %d (total: %d)", rep, currentRep+rep)))
	} else {
		total := getPlayerFlagInt(p, "assassin_task_total")
		def, _ := g.MobStore.LoadDef(taskMob)
		name := taskMob
		if def != nil {
			name = def.Name
		}
		sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf("  Assassin task: %d of %d %ss remaining.", remaining, total, name)))
	}
	g.AccountStore.SaveCharacter(p)
}

func (g *Game) skipAssassinTask(sess *net.Session, p *player.Player) {
	rep := getPlayerFlagInt(p, "assassin_reputation")
	if rep < 30 {
		sess.WriteLine("You don't have enough Reputation to skip. (Need 30, have " + fmt.Sprint(rep) + ")")
		return
	}
	setPlayerFlag(p, "assassin_reputation", rep-30)
	delete(p.Flags, "assassin_task_mob")
	setPlayerFlag(p, "assassin_task_remaining", 0)
	setPlayerFlag(p, "assassin_task_total", 0)
	setPlayerFlag(p, "assassin_streak", 0)
	g.AccountStore.SaveCharacter(p)
}

func (g *Game) extendAssassinTask(sess *net.Session, p *player.Player) {
	rep := getPlayerFlagInt(p, "assassin_reputation")
	if rep < 30 {
		sess.WriteLine("You don't have enough Reputation to extend. (Need 30, have " + fmt.Sprint(rep) + ")")
		return
	}
	taskMob := getPlayerFlagString(p, "assassin_task_mob")
	if taskMob == "" {
		sess.WriteLine("You don't have an active task to extend.")
		return
	}
	setPlayerFlag(p, "assassin_reputation", rep-30)
	total := getPlayerFlagInt(p, "assassin_task_total")
	remaining := getPlayerFlagInt(p, "assassin_task_remaining")
	extension := total / 2
	if extension < 5 {
		extension = 5
	}
	setPlayerFlag(p, "assassin_task_total", total+extension)
	setPlayerFlag(p, "assassin_task_remaining", remaining+extension)
	g.AccountStore.SaveCharacter(p)

	def, _ := g.MobStore.LoadDef(taskMob)
	name := taskMob
	if def != nil {
		name = def.Name
	}
	sess.WriteLine(fmt.Sprintf("Task extended by %d. Kill %d more %ss (%d total).", extension, remaining+extension, name, total+extension))
}

func streakBonus(streak int) int {
	if streak%1000 == 0 {
		return 50
	}
	if streak%250 == 0 {
		return 35
	}
	if streak%100 == 0 {
		return 25
	}
	if streak%50 == 0 {
		return 15
	}
	if streak%10 == 0 {
		return 5
	}
	return 0
}

func (g *Game) tryFinishingBlow(sess *net.Session, input string) bool {
	p := sess.Player.(*player.Player)
	cs := combat.GetCombat(p.Name)
	if cs == nil {
		return false
	}
	mob := g.MobStore.GetInstance(cs.MobID)
	if mob == nil || mob.FinishingBlow == "" || mob.HP != 1 {
		return false
	}
	lower := strings.ToLower(input)
	var itemPart, targetPart string
	for _, sep := range []string{" on ", " with "} {
		if idx := strings.Index(lower, sep); idx > 0 {
			itemPart = strings.TrimSpace(input[:idx])
			targetPart = strings.TrimSpace(input[idx+len(sep):])
			break
		}
	}
	if targetPart == "" {
		itemPart = strings.TrimSpace(input)
		if mob.MatchQuality(itemPart) != world.MatchNone {
			targetPart = itemPart
			itemPart = strings.TrimSpace(mob.FinishingBlow)
		}
	}
	if targetPart == "" {
		return false
	}
	if mob.MatchQuality(targetPart) == world.MatchNone {
		return false
	}
	g.doFinishingBlow(sess, p, mob, itemPart)
	return true
}

func (g *Game) doFinishingBlow(sess *net.Session, p *player.Player, mob *world.MobInstance, itemInput string) {
	fbDef, err := g.ItemStore.Load(mob.FinishingBlow)
	if err != nil {
		sess.WriteLine("Something went wrong.")
		return
	}
	if !fbDef.MatchesName(itemInput) && !strings.EqualFold(itemInput, fbDef.ID) {
		sess.WriteLine(fmt.Sprintf("That won't work on %s. You need %s.", mobDisplayName(mob, true), fbDef.Name))
		return
	}
	if !p.HasItem(mob.FinishingBlow) {
		sess.WriteLine(fmt.Sprintf("You don't have any %s.", fbDef.Name))
		return
	}
	autoKey := "assassin_unlocked_auto_" + mob.FinishingBlow
	consumed := true
	if p.Flags != nil {
		if val, ok := p.Flags[autoKey]; ok {
			if b, ok := val.(bool); ok && b {
				consumed = false
			}
		}
	}
	if consumed {
		p.RemoveItem(mob.FinishingBlow, 1)
	}
	sess.WriteLine(fmt.Sprintf("\nYou use the %s on %s!", g.itemColorize(sess, fbDef, fbDef.Name), g.colorize(sess, "mob_name", mobDisplayName(mob, true))))
	mob.HP = 0
	g.endCombat(sess, p, mob)
}