aboutsummaryrefslogtreecommitdiff
path: root/internal/game/cmd_remove.go
blob: 5bc02a737126a713f9da657662788cc81ab7264e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
package game

import (
	"fmt"
	"strings"

	"thehouseoficarus/internal/item"
	"thehouseoficarus/internal/net"
	"thehouseoficarus/internal/player"
)

func (g *Game) executeRemove(sess *net.Session, args []string, rawInput string) {
	g.doRemove(sess, strings.Join(args, " "))
}

func (g *Game) doRemove(sess *net.Session, input string) {
	p := sess.Player

	lower := strings.ToLower(strings.TrimSpace(input))
	if lower == "all" {
		g.doRemoveAll(sess)
		return
	}
	if lower == "" {
		sess.WriteLine("Remove what?")
		return
	}

	g.cancelAction(p)

	qty, itemName := parseQty(input)

	var foundSlot item.EquipSlot
	var foundItemID string

	for _, slot := range EquipSlots {
		itemID, ok := p.Equipment[slot]
		if !ok {
			continue
		}
		if strings.EqualFold(string(slot), itemName) {
			foundSlot = slot
			foundItemID = itemID
			break
		}
		def, err := g.ItemStore.Load(itemID)
		if err != nil {
			continue
		}
		if def.MatchesName(itemName) {
			foundSlot = slot
			foundItemID = itemID
			break
		}
	}

	if foundSlot == "" {
		sess.WriteLine(fmt.Sprintf("You aren't wearing any '%s'.", input))
		return
	}

	if foundSlot == item.SlotAmmo && p.AmmoQty > 0 {
		g.removeAmmo(sess, p, qty)
		return
	}

	freeSlot := p.FirstFreeSlot()
	if freeSlot == -1 {
		sess.WriteLine("Nowhere to put that!")
		return
	}

	delete(p.Equipment, foundSlot)
	invSlot := &player.InventorySlot{ItemID: foundItemID, Quantity: 1}
	if q, ok := p.EquipQuality[foundItemID]; ok {
		invSlot.Quality = q
		if def, _ := g.ItemStore.Load(foundItemID); def != nil {
			invSlot.MaxQuality = def.MaxQuality
		}
		delete(p.EquipQuality, foundItemID)
	}
	p.SetInvSlot(freeSlot, invSlot)
	g.saveCharacter(p)

	name := foundItemID
	def, _ := g.ItemStore.Load(foundItemID)
	if def != nil {
		name = def.Name
	}
	sess.WriteLine(fmt.Sprintf("You remove %s.", g.itemColorize(sess, def, name)))
}

func (g *Game) removeAmmo(sess *net.Session, p *player.Player, qty int) {
	ammoID := p.Equipment[item.SlotAmmo]
	removeQty := p.AmmoQty
	if qty > 0 && qty < removeQty {
		removeQty = qty
	}

	quality, maxQuality := g.pickedStackProps(ammoID)
	for i := 0; i < 28; i++ {
		s := p.InvSlot(i)
		// Only a stack with the properties a fresh stack gets may absorb the
		// equipped stack (see pickedStackProps).
		if s != nil && s.ItemID == ammoID && s.Quality == quality && s.MaxQuality == maxQuality {
			s.Quantity += removeQty
			p.AmmoQty -= removeQty
			if p.AmmoQty <= 0 {
				delete(p.Equipment, item.SlotAmmo)
				p.AmmoQty = 0
			}
			g.saveCharacter(p)
			def, _ := g.ItemStore.Load(ammoID)
			name := ammoID
			if def != nil {
				name = def.Name
			}
			sess.WriteLine(fmt.Sprintf("You unequip %s (x%d).", g.itemColorize(sess, def, name), removeQty))
			return
		}
	}

	freeSlot := p.FirstFreeSlot()
	if freeSlot == -1 {
		sess.WriteLine("Nowhere to put that!")
		return
	}

	p.SetInvSlot(freeSlot, g.newInventorySlot(ammoID, removeQty))
	p.AmmoQty -= removeQty
	if p.AmmoQty <= 0 {
		delete(p.Equipment, item.SlotAmmo)
		p.AmmoQty = 0
	}
	g.saveCharacter(p)

	def, _ := g.ItemStore.Load(ammoID)
	name := ammoID
	if def != nil {
		name = def.Name
	}
	sess.WriteLine(fmt.Sprintf("You unequip %s (x%d).", g.itemColorize(sess, def, name), removeQty))
}

func (g *Game) doRemoveAll(sess *net.Session) {
	p := sess.Player

	if len(p.Equipment) == 0 {
		sess.WriteLine("You aren't wearing anything.")
		return
	}

	needed := len(p.Equipment)
	if _, hasAmmo := p.Equipment[item.SlotAmmo]; hasAmmo {
		needed--
		needed++
	}
	if needed > p.FreeSlots() {
		sess.WriteLine("You don't have room to remove everything!")
		return
	}

	g.cancelAction(p)

	for _, slot := range EquipSlots {
		itemID, ok := p.Equipment[slot]
		if !ok {
			continue
		}

		if slot == item.SlotAmmo && p.AmmoQty > 0 {
			g.removeAllAmmo(sess, p, itemID)
			continue
		}

		freeSlot := p.FirstFreeSlot()
		delete(p.Equipment, slot)
		invSlot := &player.InventorySlot{ItemID: itemID, Quantity: 1}
		if q, ok := p.EquipQuality[itemID]; ok {
			invSlot.Quality = q
			if def, _ := g.ItemStore.Load(itemID); def != nil {
				invSlot.MaxQuality = def.MaxQuality
			}
			delete(p.EquipQuality, itemID)
		}
		p.SetInvSlot(freeSlot, invSlot)

		name := itemID
		def, _ := g.ItemStore.Load(itemID)
		if def != nil {
			name = def.Name
		}
		sess.WriteLine(fmt.Sprintf("You remove %s.", g.itemColorize(sess, def, name)))
	}

	g.saveCharacter(p)
}

// removeAllAmmo moves the whole equipped ammo stack into the inventory. The
// equipment entry is only cleared once the stack has been merged into an
// existing stack or placed in a free slot, so a full inventory reports a
// failure instead of silently destroying the ammo.
func (g *Game) removeAllAmmo(sess *net.Session, p *player.Player, itemID string) {
	quality, maxQuality := g.pickedStackProps(itemID)
	for i := 0; i < 28; i++ {
		s := p.InvSlot(i)
		// Only a stack with the properties a fresh stack gets may absorb the
		// equipped stack (see pickedStackProps).
		if s != nil && s.ItemID == itemID && s.Quality == quality && s.MaxQuality == maxQuality {
			s.Quantity += p.AmmoQty
			delete(p.Equipment, item.SlotAmmo)
			p.AmmoQty = 0
			def, _ := g.ItemStore.Load(itemID)
			name := itemID
			if def != nil {
				name = def.Name
			}
			sess.WriteLine(fmt.Sprintf("You remove %s.", g.itemColorize(sess, def, name)))
			return
		}
	}
	freeSlot := p.FirstFreeSlot()
	if freeSlot < 0 {
		// Nowhere to put the equipped stack: leave it equipped and report
		// nothing removed.
		sess.WriteLine("Nowhere to put that!")
		return
	}
	p.SetInvSlot(freeSlot, g.newInventorySlot(itemID, p.AmmoQty))
	delete(p.Equipment, item.SlotAmmo)
	p.AmmoQty = 0
	def, _ := g.ItemStore.Load(itemID)
	name := itemID
	if def != nil {
		name = def.Name
	}
	sess.WriteLine(fmt.Sprintf("You remove %s.", g.itemColorize(sess, def, name)))
}