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path: root/internal/engine/tick.go
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package engine

import (
	"math/rand"
	"sort"
	"sync"
	"time"
)

type Callback func() bool

type subscriber struct {
	id       uint64
	interval int
	callback Callback
	ticks    int
}

type Engine struct {
	mu          sync.Mutex
	subscribers map[uint64]*subscriber
	nextID      uint64
	ticker      *time.Ticker
	running     bool
	stopCh      chan struct{}
}

func New() *Engine {
	return &Engine{
		subscribers: make(map[uint64]*subscriber),
	}
}

func (e *Engine) Subscribe(interval int, cb Callback) uint64 {
	e.mu.Lock()
	defer e.mu.Unlock()
	e.nextID++
	e.subscribers[e.nextID] = &subscriber{
		id:       e.nextID,
		interval: interval,
		callback: cb,
	}
	return e.nextID
}

func (e *Engine) Unsubscribe(id uint64) {
	e.mu.Lock()
	defer e.mu.Unlock()
	delete(e.subscribers, id)
}

func (e *Engine) Start(tickLengthMs int) {
	e.mu.Lock()
	defer e.mu.Unlock()
	if e.running {
		return
	}
	e.running = true
	if tickLengthMs < 50 {
		tickLengthMs = 50
	}
	e.ticker = time.NewTicker(time.Duration(tickLengthMs) * time.Millisecond)
	e.stopCh = make(chan struct{})

	go func() {
		for {
			select {
			case <-e.ticker.C:
				e.processTick()
			case <-e.stopCh:
				return
			}
		}
	}()
}

func (e *Engine) Stop() {
	e.mu.Lock()
	defer e.mu.Unlock()
	if e.ticker != nil {
		e.ticker.Stop()
	}
	e.running = false
	if e.stopCh != nil {
		close(e.stopCh)
	}
}

// processTick fires every due subscriber for the current engine tick.
//
// Subscribers are invoked in ascending subscription-ID order, i.e. the order in
// which they were registered with Subscribe. IDs are allocated monotonically
// (e.nextID++), so subscription order is a stable, deterministic sequence:
// the bootstrap master subscriber (cmd/thoi/main.go) subscribes at startup as
// ID 1 and therefore always fires first each tick, followed by each
// subsequently-registered tick (combat rounds, aggro rolls, scheduled respawns,
// etc.) in the order they registered. This guarantees predictable per-tick
// ordering across runs — critical for features whose behaviour depends on the
// relative ordering of combat resolution vs. movement vs. aggro checks.
func (e *Engine) processTick() {
	e.mu.Lock()
	snapshot := make(map[uint64]*subscriber, len(e.subscribers))
	for id, sub := range e.subscribers {
		snapshot[id] = sub
	}
	e.mu.Unlock()

	ids := make([]uint64, 0, len(snapshot))
	for id := range snapshot {
		ids = append(ids, id)
	}
	sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] })

	for _, id := range ids {
		sub := snapshot[id]
		sub.ticks++
		if sub.ticks >= sub.interval {
			sub.ticks = 0
			if !sub.callback() {
				e.mu.Lock()
				delete(e.subscribers, id)
				e.mu.Unlock()
			}
		}
	}
}

func ToTicks(base float64) int {
	if base < 1 {
		base = 1
	}
	floor := int(base)
	if rand.Float64() < base-float64(floor) {
		return floor + 1
	}
	return floor
}

func ValuesEqual(a, b any) bool {
	ai, aok := NumericValue(a)
	bi, bok := NumericValue(b)
	if aok && bok {
		return ai == bi
	}
	return a == b
}

func NumericValue(v any) (float64, bool) {
	switch x := v.(type) {
	case int:
		return float64(x), true
	case int64:
		return float64(x), true
	case float64:
		return x, true
	}
	return 0, false
}