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package game
import (
"fmt"
"sort"
"strings"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/object"
"thehouseoficarus/internal/player"
)
func (g *Game) executeBank(sess *net.Session, args []string, rawInput string) {
g.doBank(sess)
}
func (g *Game) handleBankInput(sess *net.Session, input string) {
if sess.Player == nil {
sess.State = net.StateGame
g.writePrompt(sess)
return
}
input = strings.TrimSpace(input)
parts := strings.Fields(strings.ToLower(input))
if len(parts) == 0 {
g.showBankBrowse(sess)
return
}
cmd := parts[0]
switch cmd {
case "deposit":
if len(parts) < 2 {
sess.WriteLine("Deposit what?")
} else if parts[1] == "all" {
g.doBankDepositAll(sess)
} else {
g.doBankDeposit(sess, strings.Join(parts[1:], " "))
}
case "withdraw":
if len(parts) < 2 {
sess.WriteLine("Withdraw what?")
} else {
g.doBankWithdraw(sess, strings.Join(parts[1:], " "))
}
case "browse", "list":
g.showBankBrowse(sess)
case "leave", "bye", "exit", "quit":
g.leaveBank(sess)
return
default:
sess.WriteLine("Commands: deposit <item>, deposit all, withdraw <item>, browse, leave")
}
g.writeBankPrompt(sess)
}
func (g *Game) writeBankPrompt(sess *net.Session) {
sess.Write(fmt.Sprintf("\n%s", g.colorize(sess, "dialog", "Bank> ")))
}
func (g *Game) showBankBrowse(sess *net.Session) {
p := sess.Player
unicode := p.OptionBool("unicode")
t := Table{
Title: "Bank Contents",
Columns: []string{"#", "Item", "Quantity"},
}
type bankEntry struct {
slot int
name string
id string
qty int
}
var entries []bankEntry
for _, i := range p.BankSlots() {
slot := p.BankSlot(i)
if slot == nil {
continue
}
def, _ := g.ItemStore.Load(slot.ItemID)
itemName := slot.ItemID
if def != nil {
itemName = def.Name
}
entries = append(entries, bankEntry{slot: i, name: itemName, id: slot.ItemID, qty: slot.Quantity})
}
if len(entries) == 0 {
sess.WriteLine("\nYour bank is empty.")
return
}
sort.Slice(entries, func(i, j int) bool {
return entries[i].slot < entries[j].slot
})
for _, e := range entries {
def, _ := g.ItemStore.Load(e.id)
t.Rows = append(t.Rows, []string{
fmt.Sprintf("%d", e.slot+1),
g.itemColorize(sess, def, e.name),
fmt.Sprintf("%d", e.qty),
})
}
for _, line := range t.Render(unicode) {
sess.WriteLine(line)
}
}
func (g *Game) doBankDeposit(sess *net.Session, input string) {
p := sess.Player
matches := g.findInventoryMatches(input, p)
if len(matches) == 0 {
sess.WriteLine("You don't have that item.")
return
}
if len(matches) > 1 {
g.showWhichOne(sess, matches)
return
}
match := matches[0]
slot := p.InvSlot(match.Slot)
if slot == nil {
return
}
itemID := slot.ItemID
qty := slot.Quantity
def, _ := g.ItemStore.Load(itemID)
p.SetInvSlot(match.Slot, nil)
bankIdx := p.NextBankSlot()
p.SetBankSlot(bankIdx, &player.InventorySlot{
ItemID: itemID,
Quantity: qty,
Quality: slot.Quality,
})
g.AccountStore.SaveCharacter(p)
displayName := itemID
if def != nil {
displayName = def.Name
}
itemColor := g.itemColorize(sess, def, displayName)
if qty > 1 {
sess.WriteLine(fmt.Sprintf("You deposit %d %ss.", qty, itemColor))
} else {
sess.WriteLine(fmt.Sprintf("You deposit a %s.", itemColor))
}
}
func (g *Game) doBankDepositAll(sess *net.Session) {
p := sess.Player
var deposited int
for i := 0; i < 28; i++ {
slot := p.InvSlot(i)
if slot == nil {
continue
}
bankIdx := p.NextBankSlot()
p.SetBankSlot(bankIdx, &player.InventorySlot{
ItemID: slot.ItemID,
Quantity: slot.Quantity,
Quality: slot.Quality,
})
p.SetInvSlot(i, nil)
deposited++
}
if deposited == 0 {
sess.WriteLine("Your inventory is already empty.")
return
}
g.AccountStore.SaveCharacter(p)
sess.WriteLine(fmt.Sprintf("You deposit %d item%s.", deposited, plural(deposited)))
}
func (g *Game) doBankWithdraw(sess *net.Session, input string) {
p := sess.Player
freeSlot := p.FirstFreeSlot()
if freeSlot == -1 {
sess.WriteLine("Your inventory is full.")
return
}
var entries []struct {
slot int
name string
id string
qty int
}
for _, i := range p.BankSlots() {
bs := p.BankSlot(i)
if bs == nil {
continue
}
def, _ := g.ItemStore.Load(bs.ItemID)
itemName := bs.ItemID
if def != nil {
itemName = def.Name
}
entries = append(entries, struct {
slot int
name string
id string
qty int
}{slot: i, name: itemName, id: bs.ItemID, qty: bs.Quantity})
}
idx, err := parseChoiceIndex(input)
if err == nil && idx > 0 && idx <= len(entries) {
e := entries[idx-1]
g.withdrawBankItem(sess, p, e.slot)
return
}
var matches []struct {
slot int
name string
id string
qty int
}
lower := strings.ToLower(input)
for _, e := range entries {
if object.WordPrefixMatch(e.name, lower) {
matches = append(matches, e)
}
}
if len(matches) == 1 {
g.withdrawBankItem(sess, p, matches[0].slot)
return
}
for _, e := range entries {
def, _ := g.ItemStore.Load(e.id)
if def != nil && def.MatchesName(input) {
matches = append(matches, e)
}
}
if len(matches) == 0 {
sess.WriteLine("That item isn't in your bank. Use 'browse' to see your bank contents.")
return
}
if len(matches) > 1 {
var names []string
for _, m := range matches {
names = append(names, m.name)
}
sess.WriteLine("That's ambiguous, which one?")
for _, n := range names {
sess.WriteLine(fmt.Sprintf(" - %s", n))
}
return
}
g.withdrawBankItem(sess, p, matches[0].slot)
}
func (g *Game) withdrawBankItem(sess *net.Session, p *player.Player, bankSlotIdx int) {
bs := p.BankSlot(bankSlotIdx)
if bs == nil {
return
}
freeSlot := p.FirstFreeSlot()
if freeSlot == -1 {
sess.WriteLine("Your inventory is full.")
return
}
itemID := bs.ItemID
qty := bs.Quantity
def, _ := g.ItemStore.Load(itemID)
if def != nil && def.Stackable {
p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: itemID, Quantity: qty})
} else {
p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: itemID, Quantity: 1})
if qty > 1 {
bs.Quantity--
g.AccountStore.SaveCharacter(p)
displayName := itemID
if def != nil {
displayName = def.Name
}
itemColor := g.itemColorize(sess, def, displayName)
sess.WriteLine(fmt.Sprintf("You withdraw a %s.", itemColor))
return
}
}
p.SetBankSlot(bankSlotIdx, nil)
g.AccountStore.SaveCharacter(p)
displayName := itemID
if def != nil {
displayName = def.Name
}
itemColor := g.itemColorize(sess, def, displayName)
if qty > 1 {
sess.WriteLine(fmt.Sprintf("You withdraw %d %ss.", qty, itemColor))
} else {
sess.WriteLine(fmt.Sprintf("You withdraw a %s.", itemColor))
}
}
func (g *Game) canUseBank(p *player.Player) bool {
instances := g.World.FindObjInstances(p.RoomID, "bank booth")
return len(instances) > 0
}
func (g *Game) doBank(sess *net.Session) {
p := sess.Player
if !g.canUseBank(p) {
sess.WriteLine("There is no bank here.")
return
}
sess.State = net.StateBank
sess.WriteLine(g.colorize(sess, "dialog", "You access the bank terminal."))
g.showBankBrowse(sess)
g.writeBankPrompt(sess)
}
func (g *Game) leaveBank(sess *net.Session) {
sess.State = net.StateGame
g.writePrompt(sess)
}
|