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

import (
	"fmt"
	"strings"

	"thehouseoficarus/internal/net"
	"thehouseoficarus/internal/object"
	"thehouseoficarus/internal/player"
)

func (g *Game) doRemove(sess *net.Session, input string) {
	p := sess.Player.(*player.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 object.EquipSlot
	var foundItemID string

	for _, slot := range EquipSlots {
		itemID, ok := p.Equipment[slot]
		if !ok {
			continue
		}
		if strings.ToLower(string(slot)) == strings.ToLower(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 == object.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.AccountStore.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[object.SlotAmmo]
	removeQty := p.AmmoQty
	if qty > 0 && qty < removeQty {
		removeQty = qty
	}

	for i := 0; i < 28; i++ {
		s := p.InvSlot(i)
		if s != nil && s.ItemID == ammoID {
			s.Quantity += removeQty
			p.AmmoQty -= removeQty
			if p.AmmoQty <= 0 {
				delete(p.Equipment, object.SlotAmmo)
				p.AmmoQty = 0
			}
			g.AccountStore.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, &player.InventorySlot{ItemID: ammoID, Quantity: removeQty})
	p.AmmoQty -= removeQty
	if p.AmmoQty <= 0 {
		delete(p.Equipment, object.SlotAmmo)
		p.AmmoQty = 0
	}
	g.AccountStore.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.(*player.Player)

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

	needed := len(p.Equipment)
	if _, hasAmmo := p.Equipment[object.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 == object.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.AccountStore.SaveCharacter(p)
}

func (g *Game) removeAllAmmo(sess *net.Session, p *player.Player, itemID string) {
	for i := 0; i < 28; i++ {
		s := p.InvSlot(i)
		if s != nil && s.ItemID == itemID {
			s.Quantity += p.AmmoQty
			delete(p.Equipment, object.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 {
		p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: itemID, Quantity: p.AmmoQty})
	}
	delete(p.Equipment, object.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)))
}