shellquest 1.4.0

A passive RPG that lives in your terminal — your shell is the dungeon
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
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
use crate::display;
use crate::journal::{EventType, JournalEntry};
use crate::loot::roll_loot;
use crate::state::GameState;
use crate::zones::{zone_from_path, travel_message};
use colored::*;
use rand::Rng;

fn color_level_up(c: &crate::character::Character) -> String {
    format!("{} You are now level {}! Title: {}",
        "LEVEL UP!".yellow().bold(),
        format!("{}", c.level).green().bold(),
        c.title.cyan().bold().italic())
}

pub fn tick(state: &mut GameState, command: &str, cwd: &str, exit_code: i32) {
    state.character.commands_run += 1;
    let mut rng = rand::thread_rng();

    // Failed commands = traps
    if exit_code != 0 {
        handle_trap(state, &mut rng);
        return;
    }

    // Command-specific events
    let cmd_lower = command.to_lowercase();
    let cmd_base = cmd_lower.split_whitespace().next().unwrap_or("");

    match cmd_base {
        "cd" => {
            if rng.gen_ratio(1, 3) {
                handle_travel(state, cwd);
            }
        }
        "git" => {
            if cmd_lower.contains("commit") {
                handle_craft(state, &mut rng);
            } else if cmd_lower.contains("push") {
                handle_quest(state, &mut rng);
            } else if rng.gen_ratio(1, 5) {
                handle_discovery(state, &mut rng);
            }
        }
        "cargo" | "make" | "npm" | "yarn" | "pnpm" => {
            if cmd_lower.contains("build") || cmd_lower.contains("compile") {
                handle_forge(state, &mut rng, cwd);
            } else if rng.gen_ratio(1, 5) {
                handle_discovery(state, &mut rng);
            }
        }
        "rm" | "del" => {
            if rng.gen_ratio(1, 3) {
                handle_angry_spirit(state, &mut rng);
            }
        }
        "cat" | "bat" | "less" | "more" => {
            if rng.gen_ratio(1, 6) {
                handle_familiar(state, &mut rng);
            }
        }
        "ls" | "find" | "fd" => {
            if rng.gen_ratio(1, 5) {
                handle_search_loot(state, &mut rng, cwd);
            }
        }
        "ssh" | "curl" | "wget" => {
            if rng.gen_ratio(1, 4) {
                handle_portal(state, &mut rng);
            }
        }
        "sudo" => {
            if rng.gen_ratio(1, 4) {
                handle_power_surge(state, &mut rng);
            }
        }
        "docker" | "podman" | "docker-compose" => {
            if cmd_lower.contains("build") {
                if rng.gen_ratio(1, 3) {
                    handle_container_forge(state, &mut rng, cwd);
                }
            } else if cmd_lower.contains("run") || cmd_lower.contains("exec") {
                if rng.gen_ratio(1, 3) {
                    handle_summon(state, &mut rng, "container golem");
                }
            } else if cmd_lower.contains("pull") {
                if rng.gen_ratio(1, 4) {
                    handle_docker_pull(state, &mut rng);
                }
            } else if cmd_lower.contains("stop") || cmd_lower.contains("kill") || cmd_lower.contains("rm") {
                if rng.gen_ratio(1, 3) {
                    handle_docker_banish(state, &mut rng);
                }
            } else if cmd_lower.contains("compose") {
                if rng.gen_ratio(1, 3) {
                    handle_docker_orchestra(state, &mut rng);
                }
            } else if rng.gen_ratio(1, 4) {
                handle_summon(state, &mut rng, "container golem");
            }
        }
        "python" | "python3" | "node" | "ruby" | "lua" => {
            if rng.gen_ratio(1, 5) {
                handle_incantation(state, &mut rng);
            }
        }
        "pip" | "pip3" | "gem" | "composer" => {
            if rng.gen_ratio(1, 4) {
                handle_alchemy(state, &mut rng);
            }
        }
        "vim" | "nvim" | "emacs" | "nano" | "code" | "hx" => {
            if rng.gen_ratio(1, 5) {
                handle_meditation(state, &mut rng);
            }
        }
        "grep" | "rg" | "ag" | "ack" => {
            if rng.gen_ratio(1, 4) {
                handle_scrying(state, &mut rng, cwd);
            }
        }
        "test" | "pytest" | "jest" | "vitest" | "mocha" => {
            if rng.gen_ratio(1, 4) {
                handle_trial(state, &mut rng);
            }
        }
        "cp" | "mv" | "rsync" => {
            if rng.gen_ratio(1, 5) {
                handle_telekinesis(state, &mut rng);
            }
        }
        "chmod" | "chown" | "chgrp" => {
            if rng.gen_ratio(1, 4) {
                handle_enchant(state, &mut rng);
            }
        }
        "top" | "htop" | "btm" | "ps" => {
            if rng.gen_ratio(1, 5) {
                handle_omniscience(state, &mut rng);
            }
        }
        "kill" | "killall" | "pkill" => {
            if rng.gen_ratio(1, 3) {
                handle_banish(state, &mut rng);
            }
        }
        "tar" | "zip" | "unzip" | "gzip" => {
            if rng.gen_ratio(1, 4) {
                handle_treasure_chest(state, &mut rng, cwd);
            }
        }
        "echo" | "printf" => {
            if rng.gen_ratio(1, 6) {
                handle_echo_spell(state, &mut rng);
            }
        }
        "man" | "tldr" | "help" => {
            if rng.gen_ratio(1, 4) {
                handle_ancient_tome(state, &mut rng);
            }
        }
        _ => {
            // Generic random encounter ~15% of the time
            if rng.gen_ratio(3, 20) {
                handle_random_encounter(state, &mut rng, cwd);
            }
        }
    }

    // Passive healing over time
    if state.character.hp < state.character.max_hp && rng.gen_ratio(1, 4) {
        state.character.heal(1);
    }
}

fn handle_trap(state: &mut GameState, rng: &mut impl Rng) {
    let damage = rng.gen_range(1..=3);
    let died = state.character.take_damage(damage);
    let plain = if died {
        format!("You triggered a trap! Took {} damage and fell in battle... Respawning with a gold penalty.", damage)
    } else {
        format!("You stumble on a trap! Took {} damage. HP: {}/{}", damage, state.character.hp, state.character.max_hp)
    };
    let colored = if died {
        format!("{} a {}! Took {} damage and {} Respawning with a {} penalty.",
            "You triggered".red(), "trap".red().bold(), display::color_damage(damage),
            "fell in battle...".red().bold(), "gold".yellow())
    } else {
        format!("{} a {}! Took {} damage. {}",
            "You stumble on".red(), "trap".red().bold(), display::color_damage(damage),
            display::color_hp(state.character.hp, state.character.max_hp))
    };
    display::print_trap(&colored);
    let event_type = if died { EventType::Death } else { EventType::Combat };
    state.add_journal(JournalEntry::new(event_type, plain));
}

fn handle_travel(state: &mut GameState, cwd: &str) {
    let zone = zone_from_path(cwd);
    let plain = travel_message(&zone);
    let colored = format!("You enter {}... {}",
        display::color_zone(zone.name, &zone),
        zone.description.italic().dimmed());
    display::print_travel(&colored, &zone);
    state.add_journal(JournalEntry::new(EventType::Travel, plain));
}

fn handle_craft(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(10..=25);
    let leveled = state.character.gain_xp(xp);
    let plain = format!("You committed your work to the archives! +{} XP", xp);
    let colored = format!("{} your work to the {}! {}",
        "You committed".cyan(), "archives".cyan().bold(), display::color_xp(xp));
    display::print_craft(&colored);
    state.add_journal(JournalEntry::new(EventType::Craft, plain));
    if leveled {
        let lvl_msg = format!("LEVEL UP! You are now level {}! Title: {}", state.character.level, state.character.title);
        display::print_level_up(&color_level_up(&state.character));
        state.add_journal(JournalEntry::new(EventType::LevelUp, lvl_msg));
    }
}

fn check_level_up(state: &mut GameState, leveled: bool) {
    if leveled {
        let plain = format!("LEVEL UP! You are now level {}! Title: {}", state.character.level, state.character.title);
        display::print_level_up(&color_level_up(&state.character));
        state.add_journal(JournalEntry::new(EventType::LevelUp, plain));
    }
}

fn handle_quest(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(15..=35);
    let gold = rng.gen_range(5..=20);
    let leveled = state.character.gain_xp(xp);
    state.character.gold += gold;
    let plain = format!("Quest complete! You pushed your code to the realm! +{} XP, +{} gold", xp, gold);
    let colored = format!("{} You {} your code to the {}! {} {}",
        "Quest complete!".yellow().bold(),
        "pushed".green().bold(), "realm".cyan().bold(),
        display::color_xp(xp), display::color_gold(gold));
    display::print_quest(&colored);
    state.add_journal(JournalEntry::new(EventType::Quest, plain));
    check_level_up(state, leveled);
}

fn handle_discovery(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(5..=15);
    let leveled = state.character.gain_xp(xp);
    let discoveries_plain = [
        "You found an ancient code comment from a forgotten developer!",
        "You discovered a hidden TODO that grants wisdom!",
        "You unearthed a deprecated scroll of knowledge!",
        "A mysterious FIXME glows with arcane energy!",
        "You found a secret .env file buried in the ruins!",
    ];
    let discoveries_color = [
        format!("You found an {} from a {} developer!", "ancient code comment".magenta().bold(), "forgotten".dimmed()),
        format!("You discovered a {} that grants {}!", "hidden TODO".magenta().bold(), "wisdom".cyan()),
        format!("You unearthed a {} of knowledge!", "deprecated scroll".magenta().bold()),
        format!("A mysterious {} glows with {} energy!", "FIXME".red().bold(), "arcane".magenta()),
        format!("You found a {} {} buried in the ruins!", "secret".red(), ".env file".yellow().bold()),
    ];
    let idx = rng.gen_range(0..discoveries_plain.len());
    let plain = format!("{} +{} XP", discoveries_plain[idx], xp);
    let colored = format!("{} {}", discoveries_color[idx], display::color_xp(xp));
    display::print_discovery(&colored);
    state.add_journal(JournalEntry::new(EventType::Discovery, plain));
    check_level_up(state, leveled);
}

fn handle_forge(state: &mut GameState, rng: &mut impl Rng, cwd: &str) {
    let zone = zone_from_path(cwd);
    if rng.gen_ratio(1, 3) {
        let item = roll_loot(zone.danger_level);
        let plain = format!("The forge burns hot! You crafted: {} (+{} {}) [{}]", item.name, item.power, item.slot, item.rarity);
        let colored = format!("The {} burns hot! You crafted: {} ({} {}) [{}]",
            "forge".red().bold(),
            display::color_item_inline(&item.name, &item.rarity),
            format!("+{}", item.power).white().bold(),
            format!("{}", item.slot).dimmed(),
            format!("{}", item.rarity).dimmed());
        display::print_loot(&colored, &item.rarity);
        state.add_journal(JournalEntry::new(EventType::Craft, plain));
        add_to_inventory(state, item);
    } else {
        let xp = rng.gen_range(8..=20);
        state.character.gain_xp(xp);
        let plain = format!("The build completes! The heat tempers your resolve. +{} XP", xp);
        let colored = format!("The {} completes! The {} tempers your resolve. {}",
            "build".cyan().bold(), "heat".red(), display::color_xp(xp));
        display::print_craft(&colored);
        state.add_journal(JournalEntry::new(EventType::Craft, plain));
    }
}

fn handle_angry_spirit(state: &mut GameState, rng: &mut impl Rng) {
    let monster = random_monster(rng);
    combat(state, rng, &monster.0, monster.1, monster.2);
}

fn handle_familiar(state: &mut GameState, rng: &mut impl Rng) {
    let familiars = ["a curious cat", "a friendly daemon", "a pixel sprite", "a tame penguin", "a binary beetle"];
    let heal = rng.gen_range(3..=8);
    state.character.heal(heal);
    let idx = rng.gen_range(0..familiars.len());
    let plain = format!("You befriend {}! It heals you for {} HP. HP: {}/{}", familiars[idx], heal, state.character.hp, state.character.max_hp);
    let colored = format!("You befriend {}! It {} you for {} HP. {}",
        familiars[idx].green().bold(),
        "heals".green(), format!("{}", heal).green().bold(),
        display::color_hp(state.character.hp, state.character.max_hp));
    display::print_familiar(&colored);
    state.add_journal(JournalEntry::new(EventType::Discovery, plain));
}

fn handle_search_loot(state: &mut GameState, rng: &mut impl Rng, cwd: &str) {
    let zone = zone_from_path(cwd);
    let gold = rng.gen_range(1..=5) * zone.danger_level;
    state.character.gold += gold;
    let plain = format!("You search the area and find {} gold coins!", gold);
    let colored = format!("You {} the area and find {} {}!",
        "search".cyan(), format!("{}", gold).yellow().bold(), "gold coins".yellow());
    display::print_gold(&colored);
    state.add_journal(JournalEntry::new(EventType::Loot, plain));
}

fn handle_portal(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(10..=20);
    let leveled = state.character.gain_xp(xp);
    let plain = format!("You opened a portal to a remote realm! The journey grants you +{} XP", xp);
    let colored = format!("You opened a {} to a {}! The journey grants you {}",
        "portal".cyan().bold(), "remote realm".blue().bold(), display::color_xp(xp));
    display::print_portal(&colored);
    state.add_journal(JournalEntry::new(EventType::Travel, plain));
    check_level_up(state, leveled);
}

fn handle_power_surge(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(15..=30);
    let leveled = state.character.gain_xp(xp);
    let plain = format!("You invoke the power of SUDO! Raw energy courses through you! +{} XP", xp);
    let colored = format!("You invoke the power of {}! {} courses through you! {}",
        "SUDO".red().bold().on_black(), "Raw energy".red().bold(), display::color_xp(xp));
    display::print_power(&colored);
    state.add_journal(JournalEntry::new(EventType::Discovery, plain));
    check_level_up(state, leveled);
}

fn handle_summon(state: &mut GameState, rng: &mut impl Rng, creature: &str) {
    let xp = rng.gen_range(10..=20);
    let leveled = state.character.gain_xp(xp);
    let msg = format!("You summon a {}! It fights by your side briefly. +{} XP", creature, xp);
    display::print_portal(&msg);
    state.add_journal(JournalEntry::new(EventType::Discovery, msg));
    check_level_up(state, leveled);
}

fn handle_incantation(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(8..=18);
    let leveled = state.character.gain_xp(xp);
    let spells = [
        "You chant an interpreted incantation! The code spirits answer!",
        "You invoke a scripting ritual! Power surges through the REPL!",
        "You cast eval()! Reality bends to your will!",
        "You weave a dynamic spell! Variables dance in the air!",
    ];
    let msg = format!("{} +{} XP", spells[rng.gen_range(0..spells.len())], xp);
    display::print_discovery(&msg);
    state.add_journal(JournalEntry::new(EventType::Discovery, msg));
    check_level_up(state, leveled);
}

fn handle_alchemy(state: &mut GameState, rng: &mut impl Rng) {
    if rng.gen_ratio(1, 3) {
        let item = roll_loot(2);
        let msg = format!("Your package install transmutes into: {} (+{} {}) [{}]", item.name, item.power, item.slot, item.rarity);
        display::print_loot(&msg, &item.rarity);
        state.add_journal(JournalEntry::new(EventType::Loot, msg));
        add_to_inventory(state, item);
    } else {
        let xp = rng.gen_range(5..=15);
        let leveled = state.character.gain_xp(xp);
        let msg = format!("The alchemist's cauldron bubbles! Dependencies resolve into power! +{} XP", xp);
        display::print_craft(&msg);
        state.add_journal(JournalEntry::new(EventType::Craft, msg));
        check_level_up(state, leveled);
    }
}

fn handle_meditation(state: &mut GameState, rng: &mut impl Rng) {
    let heal = rng.gen_range(5..=12);
    let xp = rng.gen_range(5..=10);
    state.character.heal(heal);
    let leveled = state.character.gain_xp(xp);
    let msgs = [
        "You enter the editor trance... inner peace flows through your keystrokes.",
        "You meditate within the buffer... your mind and code become one.",
        "The sacred editor calms your spirit. Modal enlightenment achieved.",
    ];
    let msg = format!("{} +{} HP, +{} XP", msgs[rng.gen_range(0..msgs.len())], heal, xp);
    display::print_familiar(&msg);
    state.add_journal(JournalEntry::new(EventType::Discovery, msg));
    check_level_up(state, leveled);
}

fn handle_scrying(state: &mut GameState, rng: &mut impl Rng, cwd: &str) {
    let zone = zone_from_path(cwd);
    if rng.gen_ratio(1, 3) {
        let item = roll_loot(zone.danger_level);
        let msg = format!("Your search reveals a hidden treasure: {} (+{} {}) [{}]", item.name, item.power, item.slot, item.rarity);
        display::print_loot(&msg, &item.rarity);
        state.add_journal(JournalEntry::new(EventType::Loot, msg));
        add_to_inventory(state, item);
    } else {
        let xp = rng.gen_range(8..=16);
        let leveled = state.character.gain_xp(xp);
        let msg = format!("Your scrying reveals hidden patterns in the codebase! +{} XP", xp);
        display::print_discovery(&msg);
        state.add_journal(JournalEntry::new(EventType::Discovery, msg));
        check_level_up(state, leveled);
    }
}

fn handle_trial(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(12..=25);
    let leveled = state.character.gain_xp(xp);
    let msgs = [
        "You enter the Proving Grounds! All assertions hold true!",
        "The trial by test completes! Your code stands unbroken!",
        "The test oracle nods in approval! Green across the board!",
    ];
    let msg = format!("{} +{} XP", msgs[rng.gen_range(0..msgs.len())], xp);
    display::print_quest(&msg);
    state.add_journal(JournalEntry::new(EventType::Quest, msg));
    check_level_up(state, leveled);
}

fn handle_telekinesis(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(5..=12);
    let leveled = state.character.gain_xp(xp);
    let msg = "You move files with the power of your mind! Bytes rearrange at your command!";
    let full_msg = format!("{} +{} XP", msg, xp);
    display::print_discovery(&full_msg);
    state.add_journal(JournalEntry::new(EventType::Discovery, full_msg));
    check_level_up(state, leveled);
}

fn handle_enchant(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(10..=20);
    let leveled = state.character.gain_xp(xp);
    let msgs = [
        "You enchant the file with new permissions! It glows with arcane authority!",
        "You reshape the ownership runes! The filesystem bows to your will!",
    ];
    let msg = format!("{} +{} XP", msgs[rng.gen_range(0..msgs.len())], xp);
    display::print_power(&msg);
    state.add_journal(JournalEntry::new(EventType::Discovery, msg));
    check_level_up(state, leveled);
}

fn handle_omniscience(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(5..=10);
    let leveled = state.character.gain_xp(xp);
    let msg = format!("You peer into the process table... all running spirits are revealed to you! +{} XP", xp);
    display::print_discovery(&msg);
    state.add_journal(JournalEntry::new(EventType::Discovery, msg));
    check_level_up(state, leveled);
}

fn handle_banish(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(15..=25);
    let gold = rng.gen_range(3..=10);
    let leveled = state.character.gain_xp(xp);
    state.character.gold += gold;
    state.character.kills += 1;
    let msgs = [
        "You banish a rogue process to the void!",
        "SIGKILL! The daemon is vanquished instantly!",
        "You send the process to /dev/null! It shall not return!",
    ];
    let msg = format!("{} +{} XP, +{} gold", msgs[rng.gen_range(0..msgs.len())], xp, gold);
    display::print_combat_win(&msg);
    state.add_journal(JournalEntry::new(EventType::Combat, msg));
    check_level_up(state, leveled);
}

fn handle_treasure_chest(state: &mut GameState, _rng: &mut impl Rng, cwd: &str) {
    let zone = zone_from_path(cwd);
    let item = roll_loot(zone.danger_level + 1);
    let msg = format!("You crack open an archive! Inside you find: {} (+{} {}) [{}]", item.name, item.power, item.slot, item.rarity);
    display::print_loot(&msg, &item.rarity);
    state.add_journal(JournalEntry::new(EventType::Loot, msg));
    add_to_inventory(state, item);
}

fn handle_echo_spell(state: &mut GameState, rng: &mut impl Rng) {
    let heal = rng.gen_range(2..=5);
    state.character.heal(heal);
    let msg = format!("Your words echo through the terminal void... the resonance heals you! +{} HP", heal);
    display::print_familiar(&msg);
    state.add_journal(JournalEntry::new(EventType::Discovery, msg));
}

fn handle_ancient_tome(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(10..=22);
    let leveled = state.character.gain_xp(xp);
    let msgs = [
        "You consult the ancient man pages! Forbidden knowledge flows into you!",
        "The tome of documentation reveals its secrets! Understanding dawns!",
        "You study the sacred scrolls! The wisdom of the ancients empowers you!",
    ];
    let msg = format!("{} +{} XP", msgs[rng.gen_range(0..msgs.len())], xp);
    display::print_discovery(&msg);
    state.add_journal(JournalEntry::new(EventType::Discovery, msg));
    check_level_up(state, leveled);
}

fn handle_container_forge(state: &mut GameState, rng: &mut impl Rng, cwd: &str) {
    let zone = zone_from_path(cwd);
    if rng.gen_ratio(1, 2) {
        let item = roll_loot(zone.danger_level + 1);
        let msg = format!("The container forge blazes! Layers fuse into: {} (+{} {}) [{}]", item.name, item.power, item.slot, item.rarity);
        display::print_loot(&msg, &item.rarity);
        state.add_journal(JournalEntry::new(EventType::Craft, msg));
        add_to_inventory(state, item);
    } else {
        let xp = rng.gen_range(12..=25);
        let leveled = state.character.gain_xp(xp);
        let msg = format!("The image builds layer by layer! Each instruction tempers your resolve! +{} XP", xp);
        display::print_craft(&msg);
        state.add_journal(JournalEntry::new(EventType::Craft, msg));
        check_level_up(state, leveled);
    }
}

fn handle_docker_pull(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(8..=18);
    let leveled = state.character.gain_xp(xp);
    let msgs = [
        "You pull an image from the Container Registry of the Cloud Realm!",
        "Layers materialize from the ether! The image manifests before you!",
        "The registry yields its treasures! A fresh image appears!",
    ];
    let msg = format!("{} +{} XP", msgs[rng.gen_range(0..msgs.len())], xp);
    display::print_portal(&msg);
    state.add_journal(JournalEntry::new(EventType::Discovery, msg));
    check_level_up(state, leveled);
}

fn handle_docker_banish(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(10..=20);
    let gold = rng.gen_range(2..=8);
    let leveled = state.character.gain_xp(xp);
    state.character.gold += gold;
    state.character.kills += 1;
    let msgs = [
        "You banish the container to the void! Its resources return to the host!",
        "SIGTERM! The container dissolves into freed memory!",
        "You prune the fallen container! Its ephemeral storage scatters!",
    ];
    let msg = format!("{} +{} XP, +{} gold", msgs[rng.gen_range(0..msgs.len())], xp, gold);
    display::print_combat_win(&msg);
    state.add_journal(JournalEntry::new(EventType::Combat, msg));
    check_level_up(state, leveled);
}

fn handle_docker_orchestra(state: &mut GameState, rng: &mut impl Rng) {
    let xp = rng.gen_range(15..=30);
    let gold = rng.gen_range(5..=15);
    let leveled = state.character.gain_xp(xp);
    state.character.gold += gold;
    let msgs = [
        "You conduct the container orchestra! Services rise in harmony!",
        "Compose magic weaves through the stack! All services hum in unison!",
        "The orchestration ritual completes! A symphony of microservices plays!",
    ];
    let msg = format!("{} +{} XP, +{} gold", msgs[rng.gen_range(0..msgs.len())], xp, gold);
    display::print_quest(&msg);
    state.add_journal(JournalEntry::new(EventType::Quest, msg));
    check_level_up(state, leveled);
}

fn handle_random_encounter(state: &mut GameState, rng: &mut impl Rng, cwd: &str) {
    let zone = zone_from_path(cwd);
    let roll: u32 = rng.gen_range(1..=100);

    match roll {
        1..=40 => {
            // Combat encounter
            let monster = random_monster_for_zone(rng, &zone);
            combat(state, rng, &monster.0, monster.1, monster.2);
        }
        41..=60 => {
            // Find loot
            let item = roll_loot(zone.danger_level);
            let msg = format!("You found: {} (+{} {}) [{}]", item.name, item.power, item.slot, item.rarity);
            display::print_loot(&msg, &item.rarity);
            state.add_journal(JournalEntry::new(EventType::Loot, msg));
            add_to_inventory(state, item);
        }
        61..=75 => {
            // Find gold
            let gold = rng.gen_range(1..=8) * zone.danger_level;
            state.character.gold += gold;
            let msg = format!("You found {} gold coins hidden in the path!", gold);
            display::print_gold(&msg);
            state.add_journal(JournalEntry::new(EventType::Loot, msg));
        }
        76..=90 => {
            // Heal
            let heal = rng.gen_range(2..=6);
            state.character.heal(heal);
            let msg = format!("You find a quiet spot to rest. +{} HP. HP: {}/{}", heal, state.character.hp, state.character.max_hp);
            display::print_familiar(&msg);
            state.add_journal(JournalEntry::new(EventType::Discovery, msg));
        }
        _ => {
            // XP discovery
            let xp = rng.gen_range(5..=15);
            let leveled = state.character.gain_xp(xp);
            let msg = format!("You gain insight from your surroundings. +{} XP", xp);
            display::print_discovery(&msg);
            state.add_journal(JournalEntry::new(EventType::Discovery, msg));
            check_level_up(state, leveled);
        }
    }
}

fn random_monster(rng: &mut impl Rng) -> (String, i32, u32) {
    let monsters = [
        ("Segfault Specter", 8, 15),
        ("Null Pointer Wraith", 6, 10),
        ("Off-by-One Ogre", 10, 20),
        ("Race Condition Rat", 5, 8),
        ("Deadlock Demon", 12, 25),
        ("Memory Leak Slime", 7, 12),
        ("Buffer Overflow Beast", 14, 30),
        ("Syntax Error Snake", 4, 6),
        ("Infinite Loop Imp", 6, 10),
        ("Dependency Hell Hound", 11, 22),
    ];
    let m = monsters[rng.gen_range(0..monsters.len())];
    (m.0.to_string(), m.1, m.2)
}

fn random_monster_for_zone(rng: &mut impl Rng, zone: &crate::zones::Zone) -> (String, i32, u32) {
    let (name, base_atk, base_xp) = random_monster(rng);
    let scale = zone.danger_level as f32 / 2.0;
    let atk = (base_atk as f32 * scale).max(1.0) as i32;
    let xp = (base_xp as f32 * scale).max(5.0) as u32;
    (name, atk, xp)
}

fn combat(state: &mut GameState, rng: &mut impl Rng, monster_name: &str, monster_atk: i32, xp_reward: u32) {
    let player_power = state.character.attack_power();
    let player_defense = state.character.defense();
    let hit_roll: i32 = rng.gen_range(1..=20);
    let dodge_roll: i32 = rng.gen_range(1..=20);

    let player_hits = hit_roll + player_power > 10;
    let monster_hits = dodge_roll > (10 + player_defense);
    let mname = display::color_monster(monster_name);

    if player_hits && !monster_hits {
        state.character.kills += 1;
        let leveled = state.character.gain_xp(xp_reward);
        let plain = format!("A {} appears! You strike true! Victory! +{} XP", monster_name, xp_reward);
        let colored = format!("A {} appears! You {}! {}! {}",
            mname, "strike true".green().bold(), "Victory".green().bold(), display::color_xp(xp_reward));
        display::print_combat_win(&colored);
        state.add_journal(JournalEntry::new(EventType::Combat, plain));
        check_level_up(state, leveled);
    } else if player_hits && monster_hits {
        let damage = (monster_atk - player_defense).max(1);
        let died = state.character.take_damage(damage);
        if !died {
            state.character.kills += 1;
            state.character.gain_xp(xp_reward);
        }
        let plain = if died {
            format!("A {} appears! You trade blows... you fall! Lost some gold. Respawning...", monster_name)
        } else {
            format!("A {} appears! Tough fight! You win but took {} damage. +{} XP. HP: {}/{}", monster_name, damage, xp_reward, state.character.hp, state.character.max_hp)
        };
        let colored = if died {
            format!("A {} appears! You {}... {} Lost some {}. {}...",
                mname, "trade blows".yellow(), "you fall!".red().bold(), "gold".yellow(), "Respawning".dimmed())
        } else {
            format!("A {} appears! {} You win but took {} damage. {} {}",
                mname, "Tough fight!".yellow().bold(), display::color_damage(damage),
                display::color_xp(xp_reward), display::color_hp(state.character.hp, state.character.max_hp))
        };
        display::print_combat_tough(&colored, died);
        let event_type = if died { EventType::Death } else { EventType::Combat };
        state.add_journal(JournalEntry::new(event_type, plain));
    } else if !player_hits && monster_hits {
        let damage = (monster_atk - player_defense / 2).max(1);
        let died = state.character.take_damage(damage);
        let plain = if died {
            format!("A {} appears! It overwhelms you! You fall... Lost some gold. Respawning...", monster_name)
        } else {
            format!("A {} appears! It hits you for {} damage! You flee. HP: {}/{}", monster_name, damage, state.character.hp, state.character.max_hp)
        };
        let colored = if died {
            format!("A {} appears! It {}! {} Lost some {}. {}...",
                mname, "overwhelms you".red().bold(), "You fall...".red().bold(), "gold".yellow(), "Respawning".dimmed())
        } else {
            format!("A {} appears! It {} you for {} damage! You {}. {}",
                mname, "hits".red().bold(), display::color_damage(damage),
                "flee".yellow(), display::color_hp(state.character.hp, state.character.max_hp))
        };
        display::print_combat_lose(&colored, died);
        let event_type = if died { EventType::Death } else { EventType::Combat };
        state.add_journal(JournalEntry::new(event_type, plain));
    } else {
        let plain = format!("A {} appears! You circle each other... it retreats into the shadows.", monster_name);
        let colored = format!("A {} appears! You {}... it {} into the shadows.",
            mname, "circle each other".dimmed(), "retreats".dimmed().italic());
        display::print_combat_draw(&colored);
        state.add_journal(JournalEntry::new(EventType::Combat, plain));
    }
}

fn add_to_inventory(state: &mut GameState, item: crate::character::Item) {
    const MAX_INVENTORY: usize = 20;
    if state.character.inventory.len() >= MAX_INVENTORY {
        // Drop lowest-power item to make room
        if let Some(min_idx) = state.character.inventory.iter().enumerate().min_by_key(|(_, i)| i.power).map(|(idx, _)| idx) {
            let dropped = state.character.inventory.remove(min_idx);
            if item.power <= dropped.power {
                // New item is worse, just drop it instead
                state.character.inventory.push(dropped);
                return;
            }
        }
    }
    state.character.inventory.push(item);
}