package game import ( "fmt" "strings" "thehouseoficarus/internal/net" "thehouseoficarus/internal/player" "thehouseoficarus/internal/world" ) // enterSeq is an in-flight on_enter cutscene for a single player. It is driven // one step at a time by EnterSeqTick. type enterSeq struct { sess *net.Session playerName string roomID int steps []world.EnterStep wait int started bool } // runEnterSteps evaluates a room's on_enter script for the player. Steps whose // condition fails are dropped. If none of the surviving steps are "timed" // (no delay, no flag mutation) the messages are printed synchronously, exactly // as before. Otherwise the surviving steps become a scheduled cutscene driven // by EnterSeqTick. func (g *Game) runEnterSteps(sess *net.Session, roomID int) { room, err := g.World.LoadRoom(roomID) if err != nil || len(room.OnEnter) == 0 { return } p := sess.Player if p == nil { return } var steps []world.EnterStep cutscene := false for _, step := range room.OnEnter { if step.Condition != nil && !g.checkCondition(sess, step.Condition) { continue } steps = append(steps, step) if step.IsTimed() { cutscene = true } } if len(steps) == 0 { return } if !cutscene { for _, step := range steps { if step.Message != "" { sess.WriteLine(step.Message) } } return } g.startEnterCutscene(sess, p, roomID, steps) } // startEnterCutscene registers a scheduled on_enter sequence and persists a // marker on the player so the cutscene can be resumed on reconnect if it is // interrupted (disconnect, server restart). func (g *Game) startEnterCutscene(sess *net.Session, p *player.Player, roomID int, steps []world.EnterStep) { g.cancelEnterSeq(p.Name) if p.CutsceneRoom != roomID { p.CutsceneRoom = roomID g.AccountStore.SaveCharacter(p) } g.enterMu.Lock() g.enterSeqs[p.Name] = &enterSeq{ sess: sess, playerName: p.Name, roomID: roomID, steps: steps, wait: steps[0].Delay, } g.enterMu.Unlock() } // EnterSeqTick advances every in-flight cutscene by one tick. Sequences for a // player who is no longer connected are paused (left for resume); sequences are // removed from the map on completion or cancellation. func (g *Game) EnterSeqTick() { g.enterMu.Lock() seqs := make([]*enterSeq, 0, len(g.enterSeqs)) for _, s := range g.enterSeqs { seqs = append(seqs, s) } g.enterMu.Unlock() for _, seq := range seqs { if !g.isCharLive(seq.playerName, seq.sess) { continue } var jobs []world.EnterStep done := false g.enterMu.Lock() if g.enterSeqs[seq.playerName] != seq { g.enterMu.Unlock() continue } seq.wait-- for seq.wait <= 0 && len(seq.steps) > 0 { step := seq.steps[0] seq.steps = seq.steps[1:] jobs = append(jobs, step) if len(seq.steps) > 0 { seq.wait = seq.steps[0].Delay } else { seq.wait = 0 } } if len(seq.steps) == 0 { done = true delete(g.enterSeqs, seq.playerName) } g.enterMu.Unlock() for _, step := range jobs { g.fireEnterStep(seq, step) } if done { g.completeEnterSeq(seq) } } } func (g *Game) fireEnterStep(seq *enterSeq, step world.EnterStep) { p := seq.sess.Player if p == nil || p.RoomID != seq.roomID { return } if step.Message != "" { // Break from the prompt on the first line only, so a multi-line // cutscene reads as tight consecutive lines. if !seq.started { seq.sess.WriteLine("\n" + step.Message) seq.started = true } else { seq.sess.WriteLine(step.Message) } } if len(step.SetFlags) > 0 || len(step.SetPlayerFlags) > 0 { g.applyFlagMutations(p, step.SetFlags, step.SetPlayerFlags) g.AccountStore.SaveCharacter(p) } } func (g *Game) completeEnterSeq(seq *enterSeq) { if !g.isCharLive(seq.playerName, seq.sess) { return } p := seq.sess.Player if p == nil { return } if p.CutsceneRoom == seq.roomID { p.CutsceneRoom = 0 g.AccountStore.SaveCharacter(p) } g.writePrompt(seq.sess) } // cancelEnterSeq drops any in-flight cutscene for the player. It does not touch // the persisted CutsceneRoom marker, so a cutscene cancelled by disconnect can // still be resumed on reconnect. func (g *Game) cancelEnterSeq(name string) { g.enterMu.Lock() delete(g.enterSeqs, name) g.enterMu.Unlock() } func (g *Game) isCharLive(name string, sess *net.Session) bool { g.charsMu.Lock() defer g.charsMu.Unlock() return g.loggedInChars[name] == sess } // applyFlagMutations sets world and player flags, shared by on_enter steps and // exit traversal. func (g *Game) applyFlagMutations(p *player.Player, setFlags, setPlayerFlags map[string]any) { g.Flags.SetAll(setFlags) if len(setPlayerFlags) > 0 { p.EnsureFlags() for k, v := range setPlayerFlags { p.Flags[k] = v } } } func (g *Game) BroadcastRespawns() { respawns := g.World.FlushObjRespawns() for _, st := range respawns { def, err := g.ObjectStore.Load(st.DefID) if err != nil || !def.IsGatherable() { continue } cfg := def.Gather if cfg.RespawnBroadcast == "" { continue } name := def.Name if idx := st.Index + 1; len(g.World.FindObjInstances(st.RoomID, st.DefID)) > 1 { name += fmt.Sprintf(" [%d]", idx) } msg := strings.ReplaceAll(cfg.RespawnBroadcast, "{name}", name) if g.Hub != nil { for _, sess := range g.Hub.PlayersInRoom(st.RoomID) { sess.WriteLine(g.colorize(sess, "broadcast", fmt.Sprintf("\n%s", msg))) } } } }