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path: root/internal/game/sys_assassin.go
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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)
	g.setPlayerFlag(p, "assassin_task_mob", chosen.MobID)
	g.setPlayerFlag(p, "assassin_task_total", count)
	g.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--
	g.setPlayerFlag(p, "assassin_task_remaining", remaining)
	if remaining <= 0 {
		completed := getPlayerFlagInt(p, "assassin_tasks_completed") + 1
		streak := getPlayerFlagInt(p, "assassin_streak") + 1
		g.setPlayerFlag(p, "assassin_tasks_completed", completed)
		g.setPlayerFlag(p, "assassin_streak", streak)
		delete(p.Flags, "assassin_task_mob")
		g.setPlayerFlag(p, "assassin_task_remaining", 0)
		g.setPlayerFlag(p, "assassin_task_total", 0)
		rep := 1
		bonus := streakBonus(streak)
		rep += bonus
		currentRep := getPlayerFlagInt(p, "assassin_reputation")
		g.setPlayerFlag(p, "assassin_reputation", currentRep+rep)
		sess.WriteLine(g.colorize(sess, "assassin_task", fmt.Sprintf("*** 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
	}
	g.setPlayerFlag(p, "assassin_reputation", rep-30)
	delete(p.Flags, "assassin_task_mob")
	g.setPlayerFlag(p, "assassin_task_remaining", 0)
	g.setPlayerFlag(p, "assassin_task_total", 0)
	g.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
	}
	g.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
	}
	g.setPlayerFlag(p, "assassin_task_total", total+extension)
	g.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
}