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

import (
	"fmt"
	"math/rand"
	"strconv"
	"strings"

	"thehouseoficarus/internal/net"
	"thehouseoficarus/internal/player"
	"thehouseoficarus/internal/world"
)

func plural(n int) string {
	if n == 1 {
		return ""
	}
	return "s"
}

func parseQty(input string) (int, string) {
	parts := strings.Fields(input)
	if len(parts) > 1 {
		if n, err := strconv.Atoi(parts[0]); err == nil && n > 0 {
			return n, strings.Join(parts[1:], " ")
		}
	}
	return 0, input
}

func parseChoiceIndex(s string) (int, error) {
	var idx int
	_, err := fmt.Sscanf(s, "%d", &idx)
	return idx, err
}

func mobDisplayName(m *world.MobInstance, definite bool) string {
	if m.Unique {
		return m.Name
	}
	if definite {
		return "the " + m.Name
	}
	return "a " + m.Name
}

func mobCombatLevel(m *world.MobInstance) int {
	base := float64(m.Defense+m.MaxHP) / 4.0
	melee := float64(m.Attack+m.Strength) / 4.0
	ranged := float64(m.Ranged) * 3.0 / 8.0
	science := float64(m.Science) * 3.0 / 8.0
	best := melee
	if ranged > best {
		best = ranged
	}
	if science > best {
		best = science
	}
	return int(base + best + 0.5)
}

func uniqueItemNames(matches []itemMatch) []string {
	seen := make(map[string]bool)
	var out []string
	for _, m := range matches {
		if !seen[m.Name] {
			seen[m.Name] = true
			out = append(out, m.Name)
		}
	}
	return out
}

func (g *Game) showWhichOne(sess *net.Session, matches []itemMatch) {
	sess.WriteLine("Which one?")
	seen := make(map[string]bool)
	for _, m := range matches {
		if seen[m.Name] {
			continue
		}
		seen[m.Name] = true
		def, _ := g.ItemStore.Load(m.ID)
		coloredName := g.itemColorize(sess, def, m.Name)
		sess.WriteLine(fmt.Sprintf("  - %s", coloredName))
	}
}

func randInt(max int) int {
	if max <= 0 {
		return 0
	}
	return rand.Intn(max)
}

func formatPickupList(sess *net.Session, picked []string) {
	for i, name := range picked {
		if i == len(picked)-1 {
			sess.WriteLine(name)
		} else if i == len(picked)-2 {
			sess.Write(name + " and ")
		} else {
			sess.Write(name + ", ")
		}
	}
}

func (g *Game) newInventorySlot(itemID string, qty int) *player.InventorySlot {
	slot := &player.InventorySlot{ItemID: itemID, Quantity: qty}
	if def, err := g.ItemStore.Load(itemID); err == nil && def.MaxQuality > 0 {
		slot.Quality = def.Quality
		slot.MaxQuality = def.MaxQuality
	}
	return slot
}