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authorhistoria <[not public]>2026-06-29 18:13:33 -0400
committerhistoria <[not public]>2026-06-29 18:13:33 -0400
commit7d76673fa0707d204c7d084c8f90c8133c22a31a (patch)
tree6fc832b9f3fde6ed455abb535f6e28b0e5db1fd9 /internal/game/object_def.go
parentfeb80b7dde200d4121cd9f9c583a08f9869c5588 (diff)
downloadthehouseoficarus-7d76673fa0707d204c7d084c8f90c8133c22a31a.tar.gz
feat: migrated map (and bfs) to full 3D instead of individual 2D maps on different planes.
Diffstat (limited to 'internal/game/object_def.go')
-rw-r--r--internal/game/object_def.go43
1 files changed, 0 insertions, 43 deletions
diff --git a/internal/game/object_def.go b/internal/game/object_def.go
deleted file mode 100644
index 6cf2464..0000000
--- a/internal/game/object_def.go
+++ /dev/null
@@ -1,43 +0,0 @@
-package game
-
-import "thehouseoficarus/internal/object"
-
-// resolveObjectDef returns the ObjectDef for a room object instance. File
-// objects (the common case) resolve through the cached object store with no
-// disk I/O on a hit, and a store miss is just a map lookup; only local objects
-// — which never live in the store — fall through to a freshly-read room, so
-// they keep live-edit semantics without slowing file-object lookups. defID is
-// the ObjState DefID (a normalized name for local objects, a file id
-// otherwise).
-//
-// Use this from display or generic-handling sites. Sites that look up a
-// specific interactable behavior (gather/use-station/safespot/steal/etc.) may
-// call ObjectStore.Load directly: local objects are guaranteed non-interactable
-// and simply fall through those sites' existing error guards.
-func (g *Game) resolveObjectDef(roomID int, defID string) (*object.ObjectDef, bool, error) {
- def, err := g.ObjectStore.Load(defID)
- if err == nil {
- if room, rerr := g.World.LoadRoom(roomID); rerr == nil {
- for i := range room.Objects {
- ro := &room.Objects[i]
- if ro.Local == nil && ro.ID == defID && ro.HiddenOverride {
- copy := *def
- copy.Hidden = true
- return &copy, false, nil
- }
- }
- }
- return def, false, nil
- }
- if room, rerr := g.World.LoadRoom(roomID); rerr == nil {
- for i := range room.Objects {
- ro := &room.Objects[i]
- if ro.Local != nil && ro.ID == defID {
- d := *ro.Local
- d.ID = defID
- return &d, true, nil
- }
- }
- }
- return nil, false, err
-}