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package game
import (
"fmt"
"sort"
"thehouseoficarus/internal/engine"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
func (g *Game) dropItemsOnDeath(p *player.Player) {
roomID := p.RoomID
if p.Credits > 0 {
g.World.AddGroundItem(roomID, "credits", p.Credits)
p.Credits = 0
}
var items []deathDrop
for slot, inv := range p.Inventory {
if inv == nil || inv.Quantity <= 0 {
continue
}
val := 0
if def, err := g.ItemStore.Load(inv.ItemID); err == nil {
val = def.Value * inv.Quantity
}
items = append(items, deathDrop{
itemID: inv.ItemID,
quantity: inv.Quantity,
totalValue: val,
invSlot: slot,
})
}
for eqSlot, itemID := range p.Equipment {
val := 0
if def, err := g.ItemStore.Load(itemID); err == nil {
val = def.Value
}
items = append(items, deathDrop{
itemID: itemID,
quantity: 1,
totalValue: val,
isEquip: true,
equipSlot: eqSlot,
})
}
if len(items) <= 3 {
return
}
sort.Slice(items, func(i, j int) bool {
return items[i].totalValue > items[j].totalValue
})
for i := 3; i < len(items); i++ {
it := items[i]
if it.isEquip {
delete(p.Equipment, it.equipSlot)
} else {
p.SetInvSlot(it.invSlot, nil)
}
g.World.AddGroundItem(roomID, it.itemID, it.quantity)
}
}
func (g *Game) checkAggro(sess *net.Session) {
p := sess.Player
if p.GodMode {
return
}
if g.Combat.Get(p.Name) != nil {
return
}
playerLevel := p.CombatLevel()
mobs := g.MobStore.MobsInRoom(p.RoomID)
for _, mob := range mobs {
if !mob.Aggressive || mob.HP <= 0 || mob.Protected {
continue
}
if g.Combat.IsMobInCombat(mob.InstanceID) {
continue
}
mobLevel := mobCombatLevel(mob)
if playerLevel > mobLevel*2 {
continue
}
if g.isSafespotted(p.Name) && g.safespotBlocksMob(p, mob) {
continue
}
aggMob := mob
g.Ticks.Subscribe(engine.ToTicks(1), func() bool {
if g.Combat.Get(p.Name) != nil {
return false
}
if aggMob.HP <= 0 || aggMob.RoomID != p.RoomID {
return false
}
if g.Combat.IsMobInCombat(aggMob.InstanceID) {
return false
}
attacker := aggMob.Name
if !aggMob.Unique {
attacker = "The " + aggMob.Name
}
sess.WriteLine(fmt.Sprintf("%s attacks you!", g.colorize(sess, "mob", attacker)))
g.startCombat(sess, p, aggMob)
return false
})
break
}
}
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