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

import (
	"fmt"
	"strings"

	"thehouseoficarus/internal/behavior"
	"thehouseoficarus/internal/net"
	"thehouseoficarus/internal/player"
)

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

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

	if input == "" {
		sess.WriteLine("Trigger what? Type 'mods' to see available mods.")
		return
	}

	mod, targetArg := g.parseTriggerArgs(input, p.Level(player.Science))
	if mod == nil {
		sess.WriteLine("Unknown mod. Type 'mods' to see available mods.")
		return
	}

	if p.Level(player.Science) < mod.Level {
		sess.WriteLine(fmt.Sprintf("You need level %d science to trigger %s.", mod.Level, mod.Name))
		return
	}

	if !g.hasJunkCost(p, mod) {
		sess.WriteLine(fmt.Sprintf("You don't have enough junk to trigger %s.", mod.Name))
		return
	}

	if mod.Category == ModTransport {
		room, err := g.World.LoadRoom(p.RoomID)
		if err == nil && room.BlockTransport {
			sess.WriteLine("You can't imagine transport would pick you up here")
			return
		}
	}

	if mod.ID == "transport_home" && p.HomeTransportCooldown > 0 {
		sess.WriteLine(fmt.Sprintf("The transport service won't shuttle you that frequently! Wait %d ticks!", p.HomeTransportCooldown))
		return
	}

	if len(mod.Sequence) > 0 {
		g.startTriggerModule(sess, p, mod)
		return
	}

	switch mod.Category {
	case ModCombat:
		g.triggerCombatMod(sess, p, mod, targetArg)
	case ModTransport:
		g.triggerTransport(sess, p, mod)
	case ModUtility:
		g.triggerUtility(sess, p, mod, targetArg)
	case ModEnchant:
		g.triggerEnchant(sess, p, mod, targetArg)
	}
}

func (g *Game) parseTriggerArgs(input string, sciLevel int) (*ModDef, string) {
	lower := strings.ToLower(input)
	words := strings.Fields(lower)
	for i := len(words); i > 0; i-- {
		candidate := strings.Join(words[:i], " ")
		mod := FindModForPlayer(candidate, sciLevel)
		if mod != nil {
			target := strings.TrimSpace(strings.Join(words[i:], " "))
			return mod, target
		}
	}
	return nil, ""
}

func (g *Game) triggerCombatMod(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) {
	if cs := g.Combat.Get(p.Name); cs != nil {
		if p.Action != nil && p.Action.Type == behavior.TypeTriggerModule {
			g.cancelAction(p)
		}
		p.QueuedTrigger = mod.ID
		sess.WriteLine(fmt.Sprintf("You queue %s for your next attack.", mod.Name))
		return
	}

	if p.Action != nil {
		g.cancelAction(p)
	}

	var mobTarget string
	if targetArg == "" {
		mobTarget = g.resolveDefaultMob(p.RoomID)
		if mobTarget == "" {
			sess.WriteLine("Trigger on what?")
			return
		}
	} else {
		mobTarget = targetArg
	}

	mob := g.findMob(sess, mobTarget, p.RoomID)
	if mob == nil {
		return
	}

	if mob.HP <= 0 {
		sess.WriteLine("That is already dead.")
		return
	}

	if mob.Protected {
		sess.WriteLine(fmt.Sprintf("You can't attack %s!", mobDisplayName(mob, true)))
		return
	}

	if g.Combat.IsMobInCombat(mob.InstanceID) {
		sess.WriteLine(fmt.Sprintf("%s is already engaged in combat!", mobDisplayName(mob, false)))
		return
	}

	if g.hasDeckEquipped(p) {
		p.AutotriggerMod = mod.ID
	} else {
		p.QueuedTrigger = mod.ID
	}
	g.startCombat(sess, p, mob)
}