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|
package player
import (
"sort"
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/item"
)
type SkillName string
const (
Accuracy SkillName = "accuracy"
Strength SkillName = "strength"
Defense SkillName = "defense"
Hitpoints SkillName = "hitpoints"
Ranged SkillName = "ranged"
Science SkillName = "science"
Technology SkillName = "technology"
Fishing SkillName = "fishing"
Cooking SkillName = "cooking"
Woodcutting SkillName = "woodcutting"
Firemaking SkillName = "firemaking"
Mining SkillName = "mining"
Smithing SkillName = "smithing"
Crafting SkillName = "crafting"
Fletching SkillName = "fletching"
Pharmacy SkillName = "pharmacy"
Thieving SkillName = "thieving"
Agility SkillName = "agility"
Construction SkillName = "construction"
Scavenging SkillName = "scavenging"
Hacking SkillName = "hacking"
Assassin SkillName = "assassin"
Farming SkillName = "farming"
)
var AllSkills = []SkillName{
Accuracy, Strength, Defense, Hitpoints, Ranged, Science, Technology,
Fishing, Cooking, Woodcutting, Firemaking, Mining, Smithing, Crafting, Fletching,
Pharmacy, Thieving, Agility, Construction, Scavenging, Hacking, Assassin, Farming,
}
var SkillAbbr = map[SkillName]string{
Accuracy: "acc",
Strength: "str",
Defense: "def",
Hitpoints: "hp",
Ranged: "rng",
Science: "sci",
Technology: "tec",
Fishing: "fsh",
Cooking: "cok",
Woodcutting: "wdc",
Firemaking: "fmk",
Mining: "min",
Smithing: "smt",
Crafting: "cft",
Fletching: "flt",
Pharmacy: "phr",
Thieving: "thv",
Agility: "agl",
Construction: "con",
Scavenging: "scv",
Hacking: "hck",
Assassin: "asm",
Farming: "frm",
}
type AttackStyle string
const (
Accurate AttackStyle = "accurate"
Aggressive AttackStyle = "aggressive"
Defensive AttackStyle = "defensive"
Balanced AttackStyle = "balanced"
)
type Skill struct {
Name SkillName
XP int
}
func (s Skill) Level() int {
return LevelForXP(s.XP)
}
type InventorySlot struct {
ItemID string `yaml:"item_id"`
Quantity int `yaml:"quantity"`
Quality int `yaml:"quality,omitempty"`
MaxQuality int `yaml:"max_quality,omitempty"`
}
type OptionType int
const (
OptBool OptionType = iota
OptString
OptInt
)
type OptionDef struct {
Name string
Type OptionType
Default any
ValidValues []string
Description string
}
var OptionDefs = []OptionDef{
{"description", OptBool, true, nil, "Long room descriptions when moving"},
{"tiny_map", OptString, "right", []string{"off", "right", "left"}, "Mini-map display (off/right/left)"},
{"xp_drops", OptBool, true, nil, "XP drop messages"},
{"exits", OptBool, true, nil, "Long exit display in look"},
{"mob_enter", OptBool, true, nil, "Messages when mobs enter the room"},
{"mob_leave", OptBool, true, nil, "Messages when mobs leave the room"},
{"mob_spawn", OptBool, true, nil, "Messages when mobs spawn in the area"},
{"reserve", OptBool, true, nil, "Show full reserved item details"},
{"depletion", OptBool, false, nil, "Show depletion and despawn timers"},
{"despawn", OptBool, false, nil, "Show ground item despawn timers"},
{"color", OptString, "xterm256", []string{"none", "ansi", "xterm256"}, "Color output mode"},
{"map_width", OptInt, 30, nil, "Map width for the map command"},
{"map_height", OptInt, 20, nil, "Map height for the map command"},
{"map_padding", OptString, "none", []string{"none", "x", "y", "xy"}, "Map output padding mode"},
{"automap", OptBool, false, nil, "Show map automatically after moving"},
{"show_queued_cmds", OptBool, false, nil, "Show confirmation messages for queued tick actions"},
{"wrap_width", OptInt, 80, nil, "Wrap all output to this many columns (minimum 80)"},
{"unicode", OptBool, true, nil, "Unicode box-drawing characters"},
{"card_size", OptInt, 9, nil, "Casino card size (1, 5, 7, or 9)"},
{"card_style", OptString, "dark", []string{"dark", "light"}, "Casino card style (dark or light)"},
{"visual_ticks", OptBool, false, nil, "Display a tick marker every game tick"},
{"visual_tick_count", OptInt, 0, nil, "Cycle length for tick counter (0 = no counter)"},
{"visual_tick_text", OptString, "Tick", nil, "Text displayed for visual ticks"},
{"fletch_all", OptBool, false, nil, "Auto-start fletching when only one product is possible"},
{"smith_all", OptBool, false, nil, "Auto-start smithing when only one product is possible"},
{"cook_all", OptBool, false, nil, "Auto-start cooking when only one product is possible"},
{"smelt_all", OptBool, false, nil, "Auto-start smelting when only one product is possible"},
{"mix_all", OptBool, false, nil, "Auto-start mixing when only one product is possible"},
{"construct_all", OptBool, false, nil, "Auto-start constructing when only one product is possible"},
{"craft_all", OptBool, false, nil, "Auto-start crafting when only one product is possible"},
{"danger_warning", OptBool, true, nil, "Confirm before entering a dangerous (hazardous) area"},
{"prompt_break", OptString, "on", []string{"on", "off"}, "Line break after prompt before output"},
}
var optionByName map[string]*OptionDef
func init() {
optionByName = make(map[string]*OptionDef, len(OptionDefs))
for i := range OptionDefs {
optionByName[OptionDefs[i].Name] = &OptionDefs[i]
}
}
func GetOptionDef(name string) *OptionDef {
return optionByName[name]
}
type Player struct {
Name string `yaml:"name"`
Skills map[SkillName]int `yaml:"skills"`
Inventory map[int]*InventorySlot `yaml:"inventory"`
Bank map[int]*InventorySlot `yaml:"bank"`
Equipment map[item.EquipSlot]string `yaml:"equipment"`
EquipQuality map[string]int `yaml:"equip_quality,omitempty"`
RoomID int `yaml:"room_id"`
HP int `yaml:"hp"`
Credits int `yaml:"credits"`
BankedCredits int `yaml:"banked_credits"`
Description string `yaml:"description"`
AttackStyle AttackStyle `yaml:"attack_style"`
Prompt string `yaml:"prompt"`
Options map[string]any `yaml:"-"`
Flags map[string]any `yaml:"flags"`
PendingSequence *PendingSequence `yaml:"pending_sequence,omitempty"`
RegenerateTick int
AmmoQty int `yaml:"ammo_qty,omitempty"`
Action *behavior.Action `yaml:"-"`
BackgroundAction *behavior.Action `yaml:"-"`
WalkSequence []string `yaml:"-"`
ConsumeCooldown int `yaml:"-"`
HomeTransportCooldown int `yaml:"-"`
MoveTicks int `yaml:"-"`
MoveDirection string `yaml:"-"`
MoveTarget int `yaml:"-"`
MovePendingTrigger *behavior.Trigger `yaml:"-"`
MoveUsesEnergy bool `yaml:"-"`
EscapeDir string `yaml:"-"`
EscapeTarget int `yaml:"-"`
EscapeTrigger *behavior.Trigger `yaml:"-"`
EscapeIsWalk bool `yaml:"-"`
EscapeFailCount int `yaml:"-"`
VisualTickCurrent int `yaml:"-"`
AutotriggerMod string `yaml:"-"`
QueuedTrigger string `yaml:"-"`
AttackTimer int `yaml:"-"`
HazardTimer int `yaml:"-"`
PendingDangerDir string `yaml:"-"`
Battery float64 `yaml:"battery"`
RunEnergy int `yaml:"run_energy,omitempty"`
RunEnergyAccum int `yaml:"-"`
ActiveTechs map[string]bool `yaml:"-"`
QuickTech string `yaml:"quick_tech,omitempty"`
TechActivatedSinceTick map[string]bool `yaml:"-"`
Sneaking bool `yaml:"-"`
SneakNotified map[string]bool `yaml:"-"`
ActiveBuffs []PotionBuff `yaml:"-"`
MapSymbols map[int]MapSymbolData `yaml:"map_symbols,omitempty"`
Stats PlayerStats `yaml:"stats"`
GodMode bool `yaml:"-"`
GodBackup map[SkillName]int `yaml:"-"`
}
type MapSymbolData struct {
Char string `yaml:"char"`
Color string `yaml:"color,omitempty"`
}
// PendingSequence is the persisted snapshot of an in-flight LOCKED trigger
// sequence (Trigger.Lock == true). Unlocked sequences are never persisted.
// On reconnect, the game rebuilds a sequence from this snapshot and resumes
// it from the saved Wait offset.
type PendingSequence struct {
Key string `yaml:"key"`
RoomID int `yaml:"room_id"`
Steps []behavior.Step `yaml:"steps"`
Wait int `yaml:"wait"`
FlagVal any `yaml:"flag_val,omitempty"`
}
type PotionBuff struct {
Stat string
BonusPercent int
TicksLeft int
}
func (p *Player) ClearMoveState() {
p.MoveTicks = 0
p.MoveDirection = ""
p.MoveTarget = 0
p.MovePendingTrigger = nil
p.MoveUsesEnergy = false
p.ClearEscape()
}
func (p *Player) ClearEscape() {
p.EscapeDir = ""
p.EscapeTarget = 0
p.EscapeTrigger = nil
p.EscapeIsWalk = false
}
func (p *Player) OptionBool(name string) bool {
def := GetOptionDef(name)
if def == nil || def.Type != OptBool {
return false
}
if p.Options == nil {
return def.Default.(bool)
}
val, ok := p.Options[name]
if !ok {
return def.Default.(bool)
}
b, ok := val.(bool)
if !ok {
return def.Default.(bool)
}
return b
}
func (p *Player) OptionString(name string) string {
def := GetOptionDef(name)
if def == nil || def.Type != OptString {
return ""
}
if p.Options == nil {
return def.Default.(string)
}
val, ok := p.Options[name]
if !ok {
return def.Default.(string)
}
s, ok := val.(string)
if !ok {
return def.Default.(string)
}
return s
}
func (p *Player) OptionInt(name string) int {
def := GetOptionDef(name)
if def == nil || def.Type != OptInt {
return 0
}
if p.Options == nil {
return def.Default.(int)
}
val, ok := p.Options[name]
if !ok {
return def.Default.(int)
}
switch v := val.(type) {
case int:
return v
case int64:
return int(v)
case float64:
return int(v)
}
return def.Default.(int)
}
func (p *Player) EnsureFlags() {
if p.Flags == nil {
p.Flags = make(map[string]any)
}
}
func (p *Player) InvSlot(i int) *InventorySlot {
if p.Inventory == nil {
return nil
}
return p.Inventory[i]
}
func (p *Player) SetInvSlot(i int, slot *InventorySlot) {
if p.Inventory == nil {
p.Inventory = make(map[int]*InventorySlot)
}
if slot == nil {
delete(p.Inventory, i)
} else {
p.Inventory[i] = slot
}
}
func (p *Player) FirstFreeSlot() int {
for i := 0; i < 28; i++ {
if p.Inventory[i] == nil {
return i
}
}
return -1
}
func (p *Player) FreeSlots() int {
used := len(p.Inventory)
return 28 - used
}
func New(name string) *Player {
p := &Player{
Name: name,
Skills: make(map[SkillName]int),
Bank: make(map[int]*InventorySlot),
Equipment: make(map[item.EquipSlot]string),
AttackStyle: Accurate,
Prompt: "> ",
RoomID: 0,
MapSymbols: make(map[int]MapSymbolData),
Stats: PlayerStats{
MobKills: make(map[string]int),
},
}
for _, s := range AllSkills {
p.Skills[s] = 0
}
p.Skills[Hitpoints] = XPForLevel(10)
p.HP = p.MaxHP()
p.Battery = p.MaxBattery()
p.RunEnergy = p.MaxRunEnergy()
return p
}
func (p *Player) Level(s SkillName) int {
return LevelForXP(p.Skills[s])
}
func (p *Player) AddXP(s SkillName, amount int) {
if p.Skills == nil {
p.Skills = make(map[SkillName]int)
}
p.Skills[s] += amount
}
func (p *Player) AddSkillXP(s SkillName, amount int) int {
oldLevel := p.Level(s)
p.AddXP(s, amount)
newLevel := p.Level(s)
if newLevel > oldLevel {
return newLevel
}
return 0
}
func (p *Player) TotalLevel() int {
total := 0
for _, s := range AllSkills {
total += p.Level(s)
}
return total
}
func (p *Player) CombatLevel() int {
base := 0.25 * float64(p.Level(Defense)+p.Level(Hitpoints)+p.Level(Technology))
att := float64(p.Level(Accuracy))
str := float64(p.Level(Strength))
if float64(p.Level(Ranged))*1.5 > att+str {
base += 0.375 * float64(p.Level(Ranged))
} else {
base += 0.25 * (att + str)
}
base += 0.125 * float64(p.Level(Science))
return int(base)
}
func (p *Player) MaxHP() int {
return p.Level(Hitpoints)
}
const RegenTickInterval = 100
func (p *Player) StartRegen() {
if p.RegenerateTick == 0 {
p.RegenerateTick = RegenTickInterval
}
}
func (p *Player) HasItem(itemID string) bool {
for _, slot := range p.Inventory {
if slot != nil && slot.ItemID == itemID && slot.Quantity > 0 {
return true
}
}
return false
}
// IsWielding reports whether the given item is currently held in one of the
// player's weapon-hand equipment slots (main_hand or off_hand). It is the
// "wielding" predicate used to gate on_kill interactions whose item_id names
// a specific weapon — two-handed weapons occupy main_hand alone, while dual
// wield / weapon + shield uses both hands. Armor, ammo, ring, and tool slots
// do NOT count as "wielding".
func (p *Player) IsWielding(itemID string) bool {
if itemID == "" {
return false
}
return p.Equipment[item.SlotMainHand] == itemID || p.Equipment[item.SlotOffHand] == itemID
}
func (p *Player) CountItem(itemID string) int {
count := 0
for _, slot := range p.Inventory {
if slot != nil && slot.ItemID == itemID {
count += slot.Quantity
}
}
return count
}
func (p *Player) RemoveItem(itemID string, qty int) bool {
remaining := qty
for i, slot := range p.Inventory {
if slot == nil || slot.ItemID != itemID {
continue
}
if slot.Quantity <= remaining {
remaining -= slot.Quantity
delete(p.Inventory, i)
} else {
slot.Quantity -= remaining
remaining = 0
}
if remaining <= 0 {
return true
}
}
return remaining <= 0
}
func (p *Player) MaxBattery() float64 {
return float64(p.Level(Technology))
}
// MaxRunEnergy is 3x the player's Agility level (the OSRS-inspired cap).
func (p *Player) MaxRunEnergy() int {
return 3 * p.Level(Agility)
}
func (p *Player) HasRunEnergy() bool {
return p.RunEnergy > 0
}
// ClampRunEnergy caps current run energy to the player's current maximum.
// Called whenever the Agility level can change (XP gains) since leveling up
// raises the cap but should not auto-refill the missing energy.
func (p *Player) ClampRunEnergy() {
max := p.MaxRunEnergy()
if p.RunEnergy > max {
p.RunEnergy = max
}
}
func (p *Player) HasActiveTech(techID string) bool {
if p.ActiveTechs == nil {
return false
}
return p.ActiveTechs[techID]
}
func (p *Player) ActivateTech(techID string) {
if p.ActiveTechs == nil {
p.ActiveTechs = make(map[string]bool)
}
if p.TechActivatedSinceTick == nil {
p.TechActivatedSinceTick = make(map[string]bool)
}
p.ActiveTechs[techID] = true
p.TechActivatedSinceTick[techID] = true
}
func (p *Player) DeactivateTech(techID string) {
if p.ActiveTechs != nil {
delete(p.ActiveTechs, techID)
}
}
func (p *Player) DeactivateAllTechs() {
p.ActiveTechs = nil
p.TechActivatedSinceTick = nil
}
func (p *Player) BankSlot(i int) *InventorySlot {
if p.Bank == nil {
return nil
}
return p.Bank[i]
}
func (p *Player) SetBankSlot(i int, slot *InventorySlot) {
if p.Bank == nil {
p.Bank = make(map[int]*InventorySlot)
}
if slot == nil {
delete(p.Bank, i)
} else {
p.Bank[i] = slot
}
}
func (p *Player) NextBankSlot() int {
if p.Bank == nil {
return 0
}
i := 0
for {
if p.Bank[i] == nil {
return i
}
i++
}
}
func (p *Player) BankSlots() []int {
if p.Bank == nil {
return nil
}
keys := make([]int, 0, len(p.Bank))
for k := range p.Bank {
keys = append(keys, k)
}
sort.Ints(keys)
return keys
}
func (p *Player) BankCount() int {
return len(p.Bank)
}
func (p *Player) ActiveTechList() []string {
var result []string
for id := range p.ActiveTechs {
result = append(result, id)
}
sort.Strings(result)
return result
}
|