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package game
import (
"fmt"
"strings"
"thehouseoficarus/internal/combat"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
"thehouseoficarus/internal/world"
)
func (g *Game) scienceAttack(sess *net.Session, p *player.Player, mob *world.MobInstance, mod *ModDef) bool {
if p.Level(player.Science) < mod.Level {
sess.WriteLine(fmt.Sprintf("You need level %d science to trigger %s.", mod.Level, mod.Name))
return false
}
if g.processConsumeQueue(p, sess) {
p.ActionState = &ActionState{Type: ActionEating, TargetName: "food"}
return true
}
g.consumeJunkCost(p, mod)
equipSciBonus := g.totalEquipScienceAttack(p)
attRoll := (p.Level(player.Science) + g.buffLevelBonus(p, "science") + 8) * (equipSciBonus + 64)
mobSciDef := mob.ScienceDefense
defRoll := (mob.Defense + 9) * (mobSciDef + 64)
if mob.Weakness == mod.Element {
attRoll = attRoll * 13 / 10
}
if combat.HitCheck(attRoll, defRoll) {
dmg := combat.RollDamage(mod.MaxHit)
if dmg < 0 {
dmg = 0
}
mob.HP -= dmg
if mob.HP < 0 {
mob.HP = 0
}
if mob.HP < mob.MaxHP && mob.HP > 0 {
mob.StartRegen()
}
sciXP := mod.BaseXP
hpXP := mod.BaseXP / 3
if hpXP < 1 {
hpXP = 1
}
var gains []xpGain
g.awardSkillXP(sess, p, player.Science, sciXP)
gains = append(gains, xpGain{string(player.Science), sciXP})
g.awardSkillXP(sess, p, player.Hitpoints, hpXP)
gains = append(gains, xpGain{string(player.Hitpoints), hpXP})
g.AccountStore.SaveCharacter(p)
mobName := mobDisplayName(mob, true)
prefix := fmt.Sprintf(" %s hits %s for %s damage.",
g.colorize(sess, "science_mod", mod.Name),
g.colorize(sess, "mob_name", mobName),
g.colorize(sess, "damage", fmt.Sprint(dmg)))
hpPart := fmt.Sprintf("[%s/%dhp]", g.colorize(sess, "enemy_hp", fmt.Sprint(mob.HP)), mob.MaxHP)
line := prefix + " " + hpPart
if p.OptionBool("xp_drops") && len(gains) > 0 {
var parts []string
for _, gain := range gains {
parts = append(parts, fmt.Sprintf("+%dxp %s", gain.XP, player.SkillAbbr[player.SkillName(gain.Skill)]))
}
line += g.colorize(sess, "xp", " ("+strings.Join(parts, ", ")+")")
}
sess.WriteLine(line)
} else {
sess.WriteLine(g.colorize(sess, "miss", fmt.Sprintf(" %s fails to connect.", mod.Name)))
}
return true
}
func (g *Game) findInventoryItem(p *player.Player, input string) (int, *player.InventorySlot) {
lower := strings.ToLower(strings.TrimSpace(input))
for i := 0; i < 28; i++ {
slot := p.InvSlot(i)
if slot == nil {
continue
}
def, err := g.ItemStore.Load(slot.ItemID)
if err != nil {
continue
}
if def.MatchesName(lower) {
return i, slot
}
}
return -1, nil
}
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