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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 < player.MaxInventorySlots; 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
}
// Ammo routes through removeAllAmmo, which merges into an existing
// matching-quality stack and therefore needs no fresh slot. Count only the
// entries that will actually consume a slot so a mergeable ammo stack does
// not make the pre-gate report a false "no room".
needed := 0
for _, slot := range EquipSlots {
itemID, ok := p.Equipment[slot]
if !ok {
continue
}
if slot == item.SlotAmmo && p.AmmoQty > 0 && g.ammoHasMergeableStack(p, itemID) {
continue
}
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 < player.MaxInventorySlots; 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)))
}
// ammoHasMergeableStack reports whether removeAllAmmo will merge the equipped
// ammo stack into an existing inventory stack with the same freshly-picked
// properties (see pickedStackProps), which consumes no free slot.
func (g *Game) ammoHasMergeableStack(p *player.Player, itemID string) bool {
quality, maxQuality := g.pickedStackProps(itemID)
for i := 0; i < player.MaxInventorySlots; i++ {
s := p.InvSlot(i)
if s != nil && s.ItemID == itemID && s.Quality == quality && s.MaxQuality == maxQuality {
return true
}
}
return false
}
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