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package game
import (
"fmt"
"sort"
"strings"
"thehouseoficarus/internal/action"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
func (g *Game) doSmith(sess *net.Session, input string) {
p := sess.Player.(*player.Player)
g.CancelAction(p)
stationDefID, _ := g.findStation(p.RoomID, []string{"anvil"})
if stationDefID == "" {
sess.WriteLine("You need an anvil to smith.")
return
}
if !g.hasToolType(p, "hammer") {
sess.WriteLine("You need a hammer to smith.")
return
}
allRecipes, err := g.RecipeStore.LoadAll()
if err != nil {
sess.WriteLine("Error loading recipes.")
return
}
if input != "" {
matches := g.findInventoryMatches(input, p)
if len(matches) == 0 {
sess.WriteLine(fmt.Sprintf("You don't have any '%s'.", input))
return
}
unique := uniqueItemNames(matches)
if len(unique) > 1 {
g.showWhichOne(sess, matches)
return
}
barID := matches[0].ID
if !hasSmithingRecipes(allRecipes, barID) {
sess.WriteLine("You can't smith that.")
return
}
g.showSmithTable(sess, p, barID, allRecipes)
return
}
barTypes := findSmithableBars(allRecipes, p)
if len(barTypes) == 0 {
sess.WriteLine("You don't have any bars to smith.")
return
}
if len(barTypes) == 1 {
if p.OptionBool("smith_all") {
if recipe := g.findSingleSmithRecipe(p, barTypes[0], allRecipes); recipe != nil {
g.startProductionFromRecipe(sess, p, recipe, 0)
return
}
}
g.showSmithTable(sess, p, barTypes[0], allRecipes)
return
}
sess.PendingMenu = barMenuData(barTypes)
sess.State = net.StateRecipeChoice
var names []string
for _, barID := range barTypes {
def, _ := g.ItemStore.Load(barID)
name := barID
if def != nil {
name = g.itemColorize(sess, def, def.Name)
}
names = append(names, name)
}
g.showMenuTable(sess, "Which bars would you like to smith?", names)
}
func (g *Game) showSmithTable(sess *net.Session, p *player.Player, barID string, allRecipes []action.RecipeDef) {
barDef, _ := g.ItemStore.Load(barID)
barName := barID
if barDef != nil {
barName = barDef.Name
}
var recipes []action.RecipeDef
for _, r := range allRecipes {
if r.Type == "smithing" && r.MatchesEntry(barID) {
recipes = append(recipes, r)
}
}
if len(recipes) == 0 {
sess.WriteLine("There's nothing to smith with that.")
return
}
lastFlag := fmt.Sprintf("last_smith_%s", barID)
g.showProductionTable(sess, p, recipes, titleCase(barName)+" Smithing", "smithing", lastFlag, "Produce", false)
}
func hasSmithingRecipes(allRecipes []action.RecipeDef, barID string) bool {
for _, r := range allRecipes {
if r.Type == "smithing" && r.MatchesEntry(barID) {
return true
}
}
return false
}
func findSmithableBars(allRecipes []action.RecipeDef, p *player.Player) []string {
barSet := make(map[string]bool)
for _, r := range allRecipes {
if r.Type != "smithing" {
continue
}
for _, e := range r.Consume {
for _, id := range e.Items {
if p.HasItem(id) {
barSet[id] = true
}
}
}
}
var bars []string
for id := range barSet {
bars = append(bars, id)
}
sort.Strings(bars)
return bars
}
func barMenuData(barIDs []string) []map[string]string {
out := make([]map[string]string, len(barIDs))
for i, id := range barIDs {
out[i] = map[string]string{"bar_id": id}
}
return out
}
func (g *Game) findSingleSmithRecipe(p *player.Player, barID string, allRecipes []action.RecipeDef) *action.RecipeDef {
var makeable []*action.RecipeDef
skillLevel := p.Level(player.Smithing)
for i, r := range allRecipes {
if r.Type != "smithing" || !r.MatchesEntry(barID) {
continue
}
if skillLevel >= r.Level && r.HasAllItemsQty(p.CountItem) {
makeable = append(makeable, &allRecipes[i])
}
}
if len(makeable) == 1 {
return makeable[0]
}
return nil
}
func titleCase(s string) string {
words := strings.Fields(s)
for i, w := range words {
if len(w) > 0 {
words[i] = strings.ToUpper(w[:1]) + w[1:]
}
}
return strings.Join(words, " ")
}
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