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package game
import (
"fmt"
"strings"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/object"
"thehouseoficarus/internal/player"
)
func (g *Game) executeCook(sess *net.Session, args []string, rawInput string) {
g.doCook(sess, strings.Join(args, " "))
}
func (g *Game) doCook(sess *net.Session, input string) {
p := sess.Player
g.cancelAction(p)
stationDefID, stationName := g.findStation(p.RoomID, []string{"fire", "cooking_range"})
if stationDefID == "" {
sess.WriteLine("You need a fire or cooking range to cook.")
return
}
items := g.CraftIndex.ByType("cooking")
if input == "" {
g.showCookMenu(sess, p, items, stationDefID, stationName)
return
}
qty, itemName := parseQty(input)
_ = qty
matches := g.findInventoryMatches(itemName, p)
if len(matches) == 0 {
sess.WriteLine(fmt.Sprintf("You don't have any '%s'.", itemName))
return
}
unique := uniqueItemNames(matches)
if len(unique) > 1 {
g.showWhichOne(sess, matches)
return
}
itemID := matches[0].ID
var recipes []*object.ItemDef
for _, item := range items {
c := item.FirstCraft()
if stationMatch(stationDefID, c.Station) && craftMatchesEntry(c, itemID) && craftHasAllItems(c, p.HasItem) {
recipes = append(recipes, item)
}
}
title := fmt.Sprintf("What would you like to cook on the %s?", stationName)
g.showRecipeChoice(sess, p, recipes, "You can't cook that.", title, "")
}
func (g *Game) showCookMenu(sess *net.Session, p *player.Player, items []*object.ItemDef, stationDefID, stationName string) {
seen := make(map[string]bool)
var recipes []*object.ItemDef
for _, item := range items {
c := item.FirstCraft()
if !stationMatch(stationDefID, c.Station) {
continue
}
if seen[item.ID] {
continue
}
if !craftHasAllItems(c, p.HasItem) {
continue
}
seen[item.ID] = true
recipes = append(recipes, item)
}
title := fmt.Sprintf("What would you like to cook on the %s?", stationName)
g.showRecipeChoice(sess, p, recipes, "You don't have anything you can cook.", title, "cook_all")
}
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