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package game
import (
"fmt"
"math/rand"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
"thehouseoficarus/internal/world"
)
type assassinTaskEntry struct {
MobID string
MinLevel int
MaxLevel int
MinCount int
MaxCount int
Weight int
}
var assassinTaskTable = []assassinTaskEntry{
{"man", 1, 15, 10, 25, 8},
{"cow", 1, 15, 10, 25, 8},
{"slug", 1, 99, 15, 45, 15},
{"drone", 15, 99, 20, 50, 12},
{"crawler", 30, 99, 15, 40, 10},
{"phantom", 45, 99, 10, 30, 8},
}
func (g *Game) assignAssassinTask(sess *net.Session, p *player.Player) {
level := p.Level(player.Assassin)
var eligible []assassinTaskEntry
totalWeight := 0
for _, entry := range assassinTaskTable {
if level >= entry.MinLevel && level <= entry.MaxLevel {
eligible = append(eligible, entry)
totalWeight += entry.Weight
}
}
if len(eligible) == 0 {
sess.WriteLine("The Client shakes their head. \"Nothing available for your level.\"")
return
}
roll := rand.Intn(totalWeight)
var chosen assassinTaskEntry
for _, entry := range eligible {
roll -= entry.Weight
if roll < 0 {
chosen = entry
break
}
}
count := chosen.MinCount + rand.Intn(chosen.MaxCount-chosen.MinCount+1)
setPlayerFlag(p, "assassin_task_mob", chosen.MobID)
setPlayerFlag(p, "assassin_task_total", count)
setPlayerFlag(p, "assassin_task_remaining", count)
g.AccountStore.SaveCharacter(p)
def, err := g.MobStore.LoadDef(chosen.MobID)
name := chosen.MobID
if err == nil {
name = def.Name
}
sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf("\"Your target: %d %ss. Get to work.\"", count, name)))
}
func (g *Game) onAssassinKill(sess *net.Session, p *player.Player, mob *world.MobInstance) {
taskMob := getPlayerFlagString(p, "assassin_task_mob")
if taskMob == "" || taskMob != mob.DefID {
return
}
remaining := getPlayerFlagInt(p, "assassin_task_remaining")
if remaining <= 0 {
return
}
xp := mob.MaxHP * 2
g.awardSkillXP(sess, p, player.Assassin, xp)
if p.OptionBool("xp_drops") {
sess.WriteLine(g.colorize(sess, "xp", fmt.Sprintf(" (+%dxp asm)", xp)))
}
remaining--
setPlayerFlag(p, "assassin_task_remaining", remaining)
if remaining <= 0 {
completed := getPlayerFlagInt(p, "assassin_tasks_completed") + 1
streak := getPlayerFlagInt(p, "assassin_streak") + 1
setPlayerFlag(p, "assassin_tasks_completed", completed)
setPlayerFlag(p, "assassin_streak", streak)
delete(p.Flags, "assassin_task_mob")
setPlayerFlag(p, "assassin_task_remaining", 0)
setPlayerFlag(p, "assassin_task_total", 0)
rep := 1
bonus := streakBonus(streak)
rep += bonus
currentRep := getPlayerFlagInt(p, "assassin_reputation")
setPlayerFlag(p, "assassin_reputation", currentRep+rep)
sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf("\n*** Assassin task complete! ***")))
if bonus > 0 {
sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf(" Streak bonus! %d tasks in a row. +%d bonus reputation.", streak, bonus)))
}
sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf(" Reputation earned: %d (total: %d)", rep, currentRep+rep)))
} else {
total := getPlayerFlagInt(p, "assassin_task_total")
def, _ := g.MobStore.LoadDef(taskMob)
name := taskMob
if def != nil {
name = def.Name
}
sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf(" Assassin task: %d of %d %ss remaining.", remaining, total, name)))
}
g.AccountStore.SaveCharacter(p)
}
func (g *Game) skipAssassinTask(sess *net.Session, p *player.Player) {
rep := getPlayerFlagInt(p, "assassin_reputation")
if rep < 30 {
sess.WriteLine("You don't have enough Reputation to skip. (Need 30, have " + fmt.Sprint(rep) + ")")
return
}
setPlayerFlag(p, "assassin_reputation", rep-30)
delete(p.Flags, "assassin_task_mob")
setPlayerFlag(p, "assassin_task_remaining", 0)
setPlayerFlag(p, "assassin_task_total", 0)
setPlayerFlag(p, "assassin_streak", 0)
g.AccountStore.SaveCharacter(p)
}
func (g *Game) extendAssassinTask(sess *net.Session, p *player.Player) {
rep := getPlayerFlagInt(p, "assassin_reputation")
if rep < 30 {
sess.WriteLine("You don't have enough Reputation to extend. (Need 30, have " + fmt.Sprint(rep) + ")")
return
}
taskMob := getPlayerFlagString(p, "assassin_task_mob")
if taskMob == "" {
sess.WriteLine("You don't have an active task to extend.")
return
}
setPlayerFlag(p, "assassin_reputation", rep-30)
total := getPlayerFlagInt(p, "assassin_task_total")
remaining := getPlayerFlagInt(p, "assassin_task_remaining")
extension := total / 2
if extension < 5 {
extension = 5
}
setPlayerFlag(p, "assassin_task_total", total+extension)
setPlayerFlag(p, "assassin_task_remaining", remaining+extension)
g.AccountStore.SaveCharacter(p)
def, _ := g.MobStore.LoadDef(taskMob)
name := taskMob
if def != nil {
name = def.Name
}
sess.WriteLine(fmt.Sprintf("Task extended by %d. Kill %d more %ss (%d total).", extension, remaining+extension, name, total+extension))
}
func streakBonus(streak int) int {
if streak%1000 == 0 {
return 50
}
if streak%250 == 0 {
return 35
}
if streak%100 == 0 {
return 25
}
if streak%50 == 0 {
return 15
}
if streak%10 == 0 {
return 5
}
return 0
}
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