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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
}
// This also covers sequenced transport modules (e.g. transport_home),
// which never pass through triggerTransport. Transport would strand
// the player at a remote room while still seated at a table or
// machine; require them to stop playing first.
if g.inCasinoGame(p.Name) {
sess.WriteLine("You're playing a game. Type \"stop\" between rounds before transporting.")
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)
}
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