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path: root/internal/player/player.go
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package player

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"
	Hunter       SkillName = "hunter"
)

var AllSkills = []SkillName{
	Attack, Strength, Defense, Hitpoints, Ranged, Science, Technology,
	Fishing, Cooking, Woodcutting, Mining, Smithing, Crafting, Fletching,
	Alchemy, Thieving, Agility, Construction, Scavenging, Hunter,
}

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",
	Hunter:       "hnt",
}

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"`    // xp
	Inventory      map[int]*InventorySlot       `yaml:"inventory"` // slot 0-27 -> item
	Equipment      map[object.EquipSlot]string  `yaml:"equipment"` // slot -> item_id
	Toolbelt       []string                     `yaml:"toolbelt"`  // item_ids
	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"`
	RegenerateTick int
}

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
	}
}