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path: root/internal/game/sys_combat.go
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package game

import (
	"fmt"
	"math/rand"
	"sort"

	"thehouseoficarus/internal/item"
	"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 {
		quantity := 1
		// Ammo keeps its stack count in AmmoQty, not in an inventory slot;
		// dropping the equipment entry without moving that count would destroy
		// the rest of the stack and leave a stale ammo_qty on disk.
		if eqSlot == item.SlotAmmo {
			quantity = p.AmmoQty
			if quantity <= 0 {
				quantity = 1
			}
		}
		val := 0
		if def, err := g.ItemStore.Load(itemID); err == nil {
			val = def.Value * quantity
		}
		items = append(items, deathDrop{
			itemID:     itemID,
			quantity:   quantity,
			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)
			// Equipped quality is keyed by item id and must not outlive the
			// equipment entry, or a later drop/wear reads a stale quality.
			delete(p.EquipQuality, it.itemID)
			if it.equipSlot == item.SlotAmmo {
				p.AmmoQty = 0
			}
		} else {
			p.SetInvSlot(it.invSlot, nil)
		}
		g.World.AddGroundItem(roomID, it.itemID, it.quantity)
	}
}

// aggroChancePerTick is the probability per engine tick that an aggressive
// mob in the player's room initiates combat.
const aggroChancePerTick = 0.33

var rollAggroRand = rand.Float64

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

		keepRolling := func() (keep bool) {
			// The retry subscription outlives the session that armed it (only
			// mob/combat/room state ends it), so a player who has since logged
			// out, disconnected, or logged in again on a new connection must
			// not have combat started for them here: the mob's own subscribers
			// would then keep fighting a character who is not in the world.
			if sess.Player == nil || sess.IsDisconnecting() {
				return false
			}
			g.charsMu.Lock()
			current := g.loggedInChars[p.Name]
			g.charsMu.Unlock()
			if current != nil && current != sess {
				return false
			}
			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
			}
			if rollAggroRand() >= aggroChancePerTick {
				return true
			}
			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
		}

		if !keepRolling() {
			break
		}
		g.SubscribeTicks(1, keepRolling)
		break
	}
}