1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
|
package player
import "thirdcollapse/internal/action"
import "thirdcollapse/internal/object"
type SkillName string
const (
Attack SkillName = "attack"
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"
Mining SkillName = "mining"
Smithing SkillName = "smithing"
Crafting SkillName = "crafting"
Fletching SkillName = "fletching"
Alchemy SkillName = "alchemy"
Thieving SkillName = "thieving"
Agility SkillName = "agility"
Construction SkillName = "construction"
Scavenging SkillName = "scavenging"
Hacking SkillName = "hacking"
Assassin SkillName = "assassin"
Farming SkillName = "farming"
)
var AllSkills = []SkillName{
Attack, Strength, Defense, Hitpoints, Ranged, Science, Technology,
Fishing, Cooking, Woodcutting, Mining, Smithing, Crafting, Fletching,
Alchemy, Thieving, Agility, Construction, Scavenging, Hacking, Assassin, Farming,
}
var SkillAbbr = map[SkillName]string{
Attack: "atk",
Strength: "str",
Defense: "def",
Hitpoints: "hp",
Ranged: "rng",
Science: "sci",
Technology: "tec",
Fishing: "fis",
Cooking: "cok",
Woodcutting: "wct",
Mining: "min",
Smithing: "smt",
Crafting: "cft",
Fletching: "flt",
Alchemy: "alc",
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"`
}
type Player struct {
Name string `yaml:"name"`
Skills map[SkillName]int `yaml:"skills"`
Inventory map[int]*InventorySlot `yaml:"inventory"`
Equipment map[object.EquipSlot]string `yaml:"equipment"`
Toolbelt []string `yaml:"toolbelt"`
RoomID int `yaml:"room_id"`
HP int `yaml:"hp"`
Credits int `yaml:"credits"`
Description string `yaml:"description"`
AttackStyle AttackStyle `yaml:"attack_style"`
Toggles map[string]bool `yaml:"toggles"`
Flags map[string]any `yaml:"flags"`
RegenerateTick int
Action *action.Action `yaml:"-"`
}
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),
Equipment: make(map[object.EquipSlot]string),
AttackStyle: Accurate,
Toggles: map[string]bool{
"description": true,
"tinymap": true,
"xpdrops": true,
"exits": true,
"mobenter": true,
"mobleave": true,
"mobspawn": true,
"reserve": true,
},
RoomID: 0,
}
for _, s := range AllSkills {
p.Skills[s] = 0
}
p.Skills[Hitpoints] = XPForLevel(10)
p.HP = p.MaxHP()
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) CombatLevel() int {
base := 0.25 * float64(p.Level(Defense)+p.Level(Hitpoints)+p.Level(Science))
att := float64(p.Level(Attack))
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(Technology))
return int(base)
}
func (p *Player) MaxHP() int {
return p.Level(Hitpoints)
}
func (p *Player) StartRegen() {
if p.RegenerateTick == 0 {
p.RegenerateTick = 100
}
}
func (p *Player) HasToolbeltItem(itemID string) bool {
for _, id := range p.Toolbelt {
if id == itemID {
return true
}
}
return false
}
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
}
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
}
|