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package game
import (
"fmt"
"strings"
"thehouseoficarus/internal/item"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
func (g *Game) triggerUtility(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) {
switch mod.ID {
case "low_process", "high_process":
g.triggerProcessing(sess, p, mod, targetArg)
case "bones_to_nutrients":
g.triggerBonesToNuts(sess, p, mod)
case "em_grab":
g.triggerEmGrab(sess, p, mod, targetArg)
case "superheat":
g.triggerSuperheat(sess, p, mod, targetArg)
case "plank_make":
g.triggerPlankMake(sess, p, mod, targetArg)
}
}
func (g *Game) triggerProcessing(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) {
if g.Combat.Get(p.Name) != nil {
sess.WriteLine("You can't do that during combat!")
return
}
if targetArg == "" {
sess.WriteLine(fmt.Sprintf("Usage: trigger %s <item>", strings.ReplaceAll(mod.ID, "_", " ")))
return
}
slot, inv := g.findInventoryItem(p, targetArg)
if slot < 0 {
sess.WriteLine("You don't have that item.")
return
}
itemDef, err := g.ItemStore.Load(inv.ItemID)
if err != nil || itemDef.Value <= 0 {
sess.WriteLine("That item has no value.")
return
}
if p.Action != nil {
g.cancelAction(p)
}
creditValue := itemDef.Value
if mod.ID == "low_process" {
creditValue = itemDef.Value / 2
if creditValue < 1 {
creditValue = 1
}
}
if inv.Quantity > 1 {
inv.Quantity--
} else {
p.SetInvSlot(slot, nil)
}
g.grantCredits(p, creditValue)
g.triggerModReward(sess, p, mod, 1.0)
sess.WriteLine(fmt.Sprintf("You process the %s. You receive %s credits.",
g.itemColorize(sess, itemDef, itemDef.Name), g.colorize(sess, "currency_pickup", fmt.Sprint(creditValue))))
}
func (g *Game) triggerBonesToNuts(sess *net.Session, p *player.Player, mod *ModDef) {
if g.Combat.Get(p.Name) != nil {
sess.WriteLine("You can't do that during combat!")
return
}
boneCount := p.CountItem("bones")
if boneCount == 0 {
sess.WriteLine("You don't have any bones.")
return
}
if p.Action != nil {
g.cancelAction(p)
}
for i := 0; i < 28; i++ {
slot := p.InvSlot(i)
if slot != nil && slot.ItemID == "bones" {
slot.ItemID = "nutrient_bar"
}
}
g.triggerModReward(sess, p, mod, float64(boneCount))
sess.WriteLine(fmt.Sprintf("You convert %d bones into nutrient bars.", boneCount))
}
func (g *Game) triggerEmGrab(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) {
if targetArg == "" {
sess.WriteLine("Grab what? Usage: trigger em grab <item>")
return
}
if p.FirstFreeSlot() < 0 {
sess.WriteLine("Your inventory is full.")
return
}
groundItems := g.World.GroundItems(p.RoomID)
var matchedID string
for itemID := range groundItems {
def, _ := g.ItemStore.Load(itemID)
if def != nil && def.MatchesName(targetArg) {
matchedID = itemID
break
}
if strings.HasPrefix(itemID, strings.ToLower(targetArg)) {
matchedID = itemID
break
}
}
if matchedID == "" {
sess.WriteLine("You don't see that here.")
return
}
if p.Action != nil {
g.cancelAction(p)
}
qty := groundItems[matchedID]
def, _ := g.ItemStore.Load(matchedID)
name := matchedID
if def != nil {
name = def.Name
}
// Credits are currency, not an inventory item: collect them the same way
// the get command does.
if matchedID == "credits" {
g.World.RemoveGroundItem(p.RoomID, matchedID, qty)
g.grantCredits(p, qty)
g.triggerModReward(sess, p, mod, 1.0)
sess.WriteLine(fmt.Sprintf("You magnetically pull %d credits toward you.", qty))
return
}
if def != nil && def.Stackable {
g.World.RemoveGroundItem(p.RoomID, matchedID, qty)
if !placeCraftOutput(p, matchedID, def, qty) {
g.World.AddGroundItem(p.RoomID, matchedID, qty)
sess.WriteLine("Your inventory is full.")
return
}
} else {
// Non-stackable items take one slot each; leave any remainder on the
// ground instead of cramming N items into a single slot.
taken := 0
for taken < qty {
freeSlot := p.FirstFreeSlot()
if freeSlot < 0 {
break
}
p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: matchedID, Quantity: 1})
taken++
}
if taken == 0 {
sess.WriteLine("Your inventory is full.")
return
}
g.World.RemoveGroundItem(p.RoomID, matchedID, taken)
if taken < qty {
sess.WriteLine(fmt.Sprintf("Your inventory fills up; %d %s remain on the ground.", qty-taken, name))
}
}
g.triggerModReward(sess, p, mod, 1.0)
sess.WriteLine(fmt.Sprintf("You magnetically pull the %s toward you.", g.itemColorize(sess, def, name)))
}
func (g *Game) triggerSuperheat(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) {
if g.Combat.Get(p.Name) != nil {
sess.WriteLine("You can't do that during combat!")
return
}
if targetArg == "" {
sess.WriteLine("Superheat what? Usage: trigger superheat <ore>")
return
}
slot, inv := g.findInventoryItem(p, targetArg)
if slot < 0 {
sess.WriteLine("You don't have that item.")
return
}
var match *item.ItemDef
for _, item := range g.CraftIndex.BySubtype("smelting") {
if craftMatchesEntry(item.FirstCraft(), inv.ItemID) {
match = item
break
}
}
if match == nil {
sess.WriteLine("You can't superheat that.")
return
}
c := match.FirstCraft()
if c.Level > 0 && p.Level(player.SkillName(c.Type)) < c.Level {
sess.WriteLine(fmt.Sprintf("You need level %d %s to smelt that.", c.Level, c.Type))
return
}
// Availability resolves each entry the way consumeIngredients will: ONE
// listed alternative must cover the entry's full quantity. The previous
// hand-rolled loop required EVERY listed alternative, e.g. both a
// bucket AND a jug of water to superheat clay, and could not name the
// missing choice.
for i := range c.Ingredients {
id, qty := craftIngredientSource(&c.Ingredients[i], p.CountItem)
if id != "" {
continue
}
names := make([]string, 0, len(c.Ingredients[i].Items))
for _, itemID := range c.Ingredients[i].Items {
def, _ := g.ItemStore.Load(itemID)
name := itemID
if def != nil {
name = def.Name
}
names = append(names, fmt.Sprintf("%d %s", qty, name))
}
sess.WriteLine(fmt.Sprintf("You need one of: %s.", strings.Join(names, " or ")))
return
}
if p.Action != nil {
g.cancelAction(p)
}
// Verify the output can be placed BEFORE consuming: a full inventory
// must never destroy ingredients without producing the bar.
if !craftOutputFits(p, match.ID, match) {
sess.WriteLine("Your inventory is too full!")
return
}
consumeIngredients(c, p.CountItem, p.RemoveItem)
outputQty := c.OutputQty
if outputQty <= 0 {
outputQty = 1
}
placed := false
for i := 0; i < 28; i++ {
slot := p.InvSlot(i)
if slot != nil && slot.ItemID == match.ID {
slot.Quantity += outputQty
placed = true
break
}
}
if !placed {
freeSlot := p.FirstFreeSlot()
if freeSlot < 0 {
sess.WriteLine("Your inventory is too full!")
return
}
p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: match.ID, Quantity: outputQty})
}
var extraGains []xpGain
if c.XP > 0 {
extraGains = []xpGain{{c.EffectiveSkill(), c.XP}}
}
g.triggerModReward(sess, p, mod, 1.0, extraGains...)
outputName := match.Name
inputDef, _ := g.ItemStore.Load(inv.ItemID)
inputName := inv.ItemID
if inputDef != nil {
inputName = inputDef.Name
}
sess.WriteLine(fmt.Sprintf("You superheat the %s and produce a %s.", g.itemColorize(sess, inputDef, inputName), g.itemColorize(sess, match, outputName)))
}
func (g *Game) triggerPlankMake(sess *net.Session, p *player.Player, mod *ModDef, targetArg string) {
if g.Combat.Get(p.Name) != nil {
sess.WriteLine("You can't do that during combat!")
return
}
logTypes := map[string]struct {
plankID string
name string
cost int
}{
"logs": {"planks", "planks", 3},
"oak_logs": {"oak_planks", "oak planks", 7},
"teak_logs": {"teak_planks", "teak planks", 14},
"mahogany_logs": {"mahogany_planks", "mahogany planks", 28},
}
if targetArg != "" {
slot, inv := g.findInventoryItem(p, targetArg)
if slot < 0 {
sess.WriteLine("You don't have that item.")
return
}
info, ok := logTypes[inv.ItemID]
if !ok {
sess.WriteLine("You can't turn that into planks.")
return
}
if p.Credits < info.cost {
sess.WriteLine(fmt.Sprintf("You need %d credits for Plank Make (70%% of sawmill cost).", info.cost))
return
}
plankDef, _ := g.ItemStore.Load(info.plankID)
// Check placement BEFORE consuming the log and credits: a full
// inventory must never delete materials without producing planks.
if !craftOutputFits(p, info.plankID, plankDef) {
sess.WriteLine("Your inventory is full.")
return
}
if p.Action != nil {
g.cancelAction(p)
}
logID := inv.ItemID
p.RemoveItem(logID, 1)
p.Credits -= info.cost
if !placeCraftOutput(p, info.plankID, plankDef, 1) {
// Defensive: craftOutputFits guaranteed placement. Refund the
// log (to the ground, so it can never be lost) and the credits.
p.Credits += info.cost
g.World.AddGroundItem(p.RoomID, logID, 1)
sess.WriteLine("Your inventory is full.")
return
}
g.triggerModReward(sess, p, mod, 1.0, xpGain{Skill: string(player.Construction), XP: 10})
sess.WriteLine(fmt.Sprintf("You convert the log into %s.", info.name))
return
}
for logID, info := range logTypes {
qty := p.CountItem(logID)
if qty == 0 {
continue
}
totalCost := info.cost * qty
if p.Credits < totalCost {
continue
}
if p.Action != nil {
g.cancelAction(p)
}
p.RemoveItem(logID, qty)
p.Credits -= totalCost
processed := 0
for i := 0; i < qty; i++ {
freeSlot := p.FirstFreeSlot()
if freeSlot == -1 {
g.World.AddGroundItem(p.RoomID, info.plankID, qty-i)
break
}
p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: info.plankID, Quantity: 1})
processed++
}
g.triggerModReward(sess, p, mod, float64(qty), xpGain{Skill: string(player.Construction), XP: 10 * qty})
sess.WriteLine(fmt.Sprintf("You convert %d logs into %s for %d credits.", processed, info.name, totalCost))
if processed < qty {
sess.WriteLine(fmt.Sprintf("Your inventory is full. The remaining %d planks fall to the ground.", qty-processed))
}
return
}
sess.WriteLine("You don't have any logs to convert.")
}
|