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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
}
}
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