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package game
import (
"fmt"
"math/rand"
"thehouseoficarus/internal/color"
"thehouseoficarus/internal/engine"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/object"
"thehouseoficarus/internal/player"
"thehouseoficarus/internal/world"
)
var sizeRank = map[string]int{
"small": 1,
"medium": 2,
"large": 3,
"massive": 4,
}
func (g *Game) isSafespotted(playerName string) bool {
return g.safespot.IsActive(playerName)
}
func (g *Game) safespotTier(p *player.Player) int {
tier := 1
if getPlayerFlagInt(p, "unlocked_rock_cover") > 0 {
tier++
}
return tier
}
func blocksMob(maxBlockSize, mobSize string) bool {
if maxBlockSize == "" {
return true
}
max := sizeRank[maxBlockSize]
mob := sizeRank[mobSize]
if mob == 0 {
mob = sizeRank["medium"]
}
return mob <= max
}
// safespotBlocksHazard reports whether the player's active safespot shields them
// from room hazard damage. Unlike mobs, hazard type does not matter: an active
// safespot blocks ALL hazard damage, no safespot blocks none.
func (g *Game) safespotBlocksHazard(p *player.Player) bool {
return g.isSafespotted(p.Name)
}
// safespotBlocksMelee reports whether the player's active safespot shields them
// from this mob's melee attacks (based on cover size vs mob size). It does NOT
// consider the mob's attack types — a mob whose melee is blocked may still be
// able to attack with ranged/science (see effectiveMobAttackType).
func (g *Game) safespotBlocksMelee(p *player.Player, mob *world.MobInstance) bool {
ss, ok := g.safespot.Get(p.Name)
if !ok || !ss.Active || ss.HideCountdown > 0 {
return false
}
objDef, err := g.ObjectStore.Load(ss.ObjectDefID)
if err != nil || objDef.Safespot == nil {
return false
}
return blocksMob(objDef.Safespot.MaxBlockSize, mob.Size)
}
// safespotBlocksMob reports whether the player's active safespot fully prevents
// this mob from attacking at all. This is true only when the safespot blocks the
// mob's melee AND the mob has no ranged/science attack type to switch to.
func (g *Game) safespotBlocksMob(p *player.Player, mob *world.MobInstance) bool {
if !g.safespotBlocksMelee(p, mob) {
return false
}
return mobStrongestRangedScience(mob) == ""
}
func (g *Game) sessionInRoom(name string, roomSessions []*net.Session) *net.Session {
for _, sess := range roomSessions {
if sess.Player != nil && sess.Player.Name == name {
return sess
}
}
return nil
}
func (g *Game) activateSafespot(sess *net.Session, p *player.Player, ss *SafespotState) {
objDef, err := g.ObjectStore.Load(ss.ObjectDefID)
if err != nil || objDef.Safespot == nil {
g.safespot.Delete(p.Name)
sess.WriteLine("The safespot no longer exists.")
return
}
cfg := objDef.Safespot
st := g.World.GetObjState(ss.RoomID, ss.ObjectDefID, ss.ObjectIndex)
if st == nil {
g.safespot.Delete(p.Name)
sess.WriteLine("The safespot no longer exists.")
return
}
if cfg.RespawnOnHide && len(st.SafespotOccupants) == 0 {
st.SafespotLevel = len(cfg.Levels)
st.SafespotTicksAtLevel = 0
} else if st.SafespotLevel <= 0 {
g.safespot.Delete(p.Name)
sess.WriteLine(fmt.Sprintf("The %s has been completely destroyed.", objDef.Name))
return
}
st.SafespotOccupants = append(st.SafespotOccupants, p.Name)
var msg string
levelIdx := st.SafespotLevel - 1
if levelIdx >= 0 && levelIdx < len(cfg.Levels) && cfg.Levels[levelIdx].Message != "" {
msg = cfg.Levels[levelIdx].Message
} else {
msg = fmt.Sprintf("You crouch behind the %s, using it as cover.", objDef.Name)
}
sess.WriteLine(g.colorize(sess, "combat_info", msg))
g.writePrompt(sess)
}
func (g *Game) safespotMaintenance(sess *net.Session, p *player.Player, ss *SafespotState) {
objDef, err := g.ObjectStore.Load(ss.ObjectDefID)
if err != nil || objDef.Safespot == nil {
g.forceLeaveSafespot(sess, p, ss, "The safespot no longer exists.")
return
}
cfg := objDef.Safespot
st := g.World.GetObjState(ss.RoomID, ss.ObjectDefID, ss.ObjectIndex)
if st == nil {
g.forceLeaveSafespot(sess, p, ss, "The safespot no longer exists.")
return
}
if st.SafespotLevel <= 0 {
if cfg.RespawnTicks > 0 {
return
}
g.forceLeaveSafespot(sess, p, ss, fmt.Sprintf("The %s has crumbled away!", objDef.Name))
return
}
if len(st.SafespotOccupants) == 0 {
return
}
if cfg.UnsafeChance > 0 && rand.Float64() < cfg.UnsafeChance {
g.forceLeaveSafespot(sess, p, ss, "You slip and are no longer covered!")
return
}
levelIdx := st.SafespotLevel - 1
degraded := false
if cfg.DecayChance > 0 && rand.Float64() < cfg.DecayChance {
degraded = true
}
if !degraded && cfg.DecayTicks > 0 {
st.SafespotTicksAtLevel++
if st.SafespotTicksAtLevel >= engine.ToTicks(cfg.DecayTicks) {
degraded = true
}
}
if degraded {
g.degradeSafespot(st, objDef, cfg, levelIdx)
}
}
func (g *Game) degradeSafespot(st *world.ObjState, objDef *object.ObjectDef, cfg *object.SafespotConfig, currentLevelIdx int) {
roomSessions := g.Hub.PlayersInRoom(st.RoomID)
if currentLevelIdx >= 0 && currentLevelIdx < len(cfg.Levels) {
msg := cfg.Levels[currentLevelIdx].DegradeMessage
if msg != "" {
for _, rs := range roomSessions {
rs.WriteLine("")
rs.WriteLine(color.ExpandTags(g.colorMode(rs), msg))
}
}
}
st.SafespotLevel--
st.SafespotTicksAtLevel = 0
if st.SafespotLevel <= 0 {
for _, name := range st.SafespotOccupants {
g.safespot.Delete(name)
if occSess := g.sessionInRoom(name, roomSessions); occSess != nil {
occSess.WriteLine(color.ExpandTags(g.colorMode(occSess),
fmt.Sprintf("The %s crumbles away!", objDef.Name)))
occSess.WriteLine(g.colorize(occSess, "safespot_alert", "Your safespot has been compromised!"))
g.writePrompt(occSess)
}
}
st.SafespotOccupants = nil
if cfg.RespawnTicks > 0 {
g.scheduleSafespotRespawn(st, objDef, cfg)
} else {
g.World.RemoveObjInstance(st.RoomID, objDef.ID)
}
return
}
newLevelIdx := st.SafespotLevel - 1
if newLevelIdx >= 0 && newLevelIdx < len(cfg.Levels) && cfg.Levels[newLevelIdx].Message != "" {
msg := cfg.Levels[newLevelIdx].Message
for _, name := range st.SafespotOccupants {
if occSess := g.sessionInRoom(name, roomSessions); occSess != nil {
occSess.WriteLine("")
occSess.WriteLine(color.ExpandTags(g.colorMode(occSess), msg))
}
}
}
}
func (g *Game) scheduleSafespotRespawn(st *world.ObjState, objDef *object.ObjectDef, cfg *object.SafespotConfig) {
if cfg.RespawnTicks <= 0 {
return
}
roomID := st.RoomID
defID := objDef.ID
g.Ticks.Subscribe(engine.ToTicks(cfg.RespawnTicks), func() bool {
respawnSt := g.World.GetObjState(roomID, defID, 0)
if respawnSt == nil {
return false
}
respawnSt.SafespotLevel = len(cfg.Levels)
respawnSt.SafespotTicksAtLevel = 0
for _, sess := range g.Hub.PlayersInRoom(roomID) {
sess.WriteLine("")
sess.WriteLine(color.ExpandTags(g.colorMode(sess),
fmt.Sprintf("The %s reforms and looks stable again.", objDef.Name)))
}
return false
})
}
func (g *Game) leaveSafespot(sess *net.Session, p *player.Player) {
ss, ok := g.safespot.Get(p.Name)
if !ok {
return
}
g.safespot.Delete(p.Name)
g.removeSafespotOccupant(p.Name, &ss)
objDef, _ := g.ObjectStore.Load(ss.ObjectDefID)
objName := "cover"
if objDef != nil {
objName = objDef.Name
}
sess.WriteLine(fmt.Sprintf("You step out from behind the %s.", objName))
}
func (g *Game) forceLeaveSafespot(sess *net.Session, p *player.Player, ss *SafespotState, reason string) {
g.safespot.Delete(p.Name)
g.removeSafespotOccupant(p.Name, ss)
if reason != "" {
sess.WriteLine(reason)
sess.WriteLine(g.colorize(sess, "safespot_alert", "Your safespot has been compromised!"))
}
}
func (g *Game) removeSafespotOccupant(playerName string, ss *SafespotState) {
st := g.World.GetObjState(ss.RoomID, ss.ObjectDefID, ss.ObjectIndex)
if st == nil {
return
}
for i, name := range st.SafespotOccupants {
if name == playerName {
st.SafespotOccupants = append(st.SafespotOccupants[:i], st.SafespotOccupants[i+1:]...)
return
}
}
}
func (g *Game) SafespotTick() {
if g.Hub == nil {
return
}
for _, sess := range g.Hub.AllSessions() {
p := sess.Player
if p == nil {
continue
}
ss, ok := g.safespot.Get(p.Name)
if !ok || !ss.Active {
continue
}
if ss.HideCountdown > 0 {
newCountdown, _ := g.safespot.DecrementHideCountdown(p.Name)
if newCountdown > 0 {
continue
}
g.activateSafespot(sess, p, &ss)
continue
}
g.safespotMaintenance(sess, p, &ss)
}
}
|