update
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190
lib/odinsea/game/shop.ex
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190
lib/odinsea/game/shop.ex
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defmodule Odinsea.Game.Shop do
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@moduledoc """
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Manages NPC shops: buying, selling, and recharging items.
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Ported from src/server/MapleShop.java
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TODO: Full implementation requires:
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- Shop item database loading
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- Inventory system integration
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- Item information provider
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- Price calculations
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- Buyback system
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"""
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use GenServer
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require Logger
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# Shop item structure
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defmodule ShopItem do
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@moduledoc """
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Represents an item in a shop.
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"""
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defstruct [
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:item_id,
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:price,
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:pitch,
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:quantity,
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:max_per_slot,
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:req_item,
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:req_item_q,
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:category,
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:rank
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]
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end
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# Rechargeable items (throwing stars and bullets)
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@rechargeable_items MapSet.new([
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# Throwing stars
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2_070_000,
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2_070_001,
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2_070_002,
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2_070_003,
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2_070_004,
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2_070_005,
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2_070_006,
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2_070_007,
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2_070_008,
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2_070_009,
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2_070_010,
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2_070_011,
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2_070_012,
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2_070_013,
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2_070_016,
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2_070_018,
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2_070_019,
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2_070_023,
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2_070_024,
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# Bullets
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2_330_000,
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2_330_001,
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2_330_002,
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2_330_003,
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2_330_004,
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2_330_005,
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2_330_007,
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2_330_008,
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2_331_000,
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2_332_000
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])
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# GenServer client API
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def start_link(opts) do
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GenServer.start_link(__MODULE__, opts)
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end
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@doc """
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Load a shop by NPC ID.
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"""
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def load_shop(npc_id) do
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# TODO: Load shop from database
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# For now, return a stub shop
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{:ok, %{id: npc_id, npc_id: npc_id, items: []}}
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end
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@doc """
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Send shop to client.
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"""
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def send_shop(client_pid, shop, npc_id) do
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# TODO: Send shop packet to client
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# Should encode shop items and send OPEN_NPC_SHOP packet
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Logger.debug("Sending shop #{shop.id} to client #{inspect(client_pid)} (STUB)")
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:ok
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end
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@doc """
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Handle buying an item from shop.
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"""
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def buy_item(client_pid, shop, item_id, quantity) do
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# TODO: Full buy implementation:
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# 1. Find shop item by item_id
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# 2. Validate mount item for job (if mount)
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# 3. Check inventory space
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# 4. Check mesos or required item
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# 5. Deduct cost and give item
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# 6. Send confirmation packet
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Logger.debug("Shop buy: item=#{item_id}, qty=#{quantity} (STUB)")
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:ok
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end
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@doc """
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Handle selling an item to shop.
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"""
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def sell_item(client_pid, shop, inv_type, slot, quantity) do
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# TODO: Full sell implementation:
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# 1. Get item from inventory
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# 2. Validate item can be sold (not pet, not expiring, etc.)
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# 3. Add to buyback (if applicable)
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# 4. Remove item from inventory
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# 5. Calculate sell price
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# 6. Give mesos to player
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# 7. Send confirmation packet
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Logger.debug("Shop sell: type=#{inv_type}, slot=#{slot}, qty=#{quantity} (STUB)")
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:ok
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end
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@doc """
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Handle recharging throwing stars or bullets.
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"""
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def recharge_item(client_pid, shop, slot) do
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# TODO: Full recharge implementation:
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# 1. Get item from USE inventory
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# 2. Validate item is rechargeable (stars/bullets)
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# 3. Validate shop sells this item
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# 4. Calculate recharge cost
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# 5. Check mesos
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# 6. Recharge to full quantity
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# 7. Send confirmation packet
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Logger.debug("Shop recharge: slot=#{slot} (STUB)")
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:ok
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end
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@doc """
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Check if an item is rechargeable.
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"""
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def rechargeable?(item_id) do
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MapSet.member?(@rechargeable_items, item_id)
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end
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@doc """
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Find a shop item by item ID.
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"""
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def find_shop_item(shop, item_id) do
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Enum.find(shop.items, fn item -> item.item_id == item_id end)
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end
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# GenServer callbacks
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@impl true
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def init(opts) do
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shop_id = Keyword.fetch!(opts, :shop_id)
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npc_id = Keyword.get(opts, :npc_id, shop_id)
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state = %{
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id: shop_id,
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npc_id: npc_id,
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items: []
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}
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{:ok, state}
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end
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@impl true
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def handle_call({:add_item, shop_item}, _from, state) do
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new_items = [shop_item | state.items]
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{:reply, :ok, %{state | items: new_items}}
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end
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@impl true
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def handle_call(:get_items, _from, state) do
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{:reply, state.items, state}
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end
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@impl true
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def handle_call(:get_npc_id, _from, state) do
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{:reply, state.npc_id, state}
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end
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end
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