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-rw-r--r--internal/game/core_object_def.go43
1 files changed, 43 insertions, 0 deletions
diff --git a/internal/game/core_object_def.go b/internal/game/core_object_def.go
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+++ b/internal/game/core_object_def.go
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+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
+}