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path: root/internal/game/cmd_trigger_combat.go
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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) {
		return true
	}

	g.consumeJunkCost(p, mod)

	equipSciBonus := g.totalScienceAttack(p)
	effectiveScience := p.Level(player.Science) + g.techLevelBonus(p, "science") + g.buffLevelBonus(p, "science")
	attRoll := combat.EffectiveRoll(effectiveScience, 0, equipSciBonus)

	mobSciDef := mob.ScienceDefense
	defRoll := combat.EffectiveRoll(mob.Defense, 0, mobSciDef)

	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
		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", mobName),
			g.colorize(sess, "damage_dealt", fmt.Sprint(dmg)))
		hpSuffix := fmt.Sprintf("%s [%2d/%d]", g.hpBar(sess, mob.HP, mob.MaxHP), mob.HP, mob.MaxHP)
		line := prefix + " " + hpSuffix + g.formatXpDrop(sess, p, gains)
		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
}