aboutsummaryrefslogtreecommitdiff
path: root/internal/game/act_effects.go
blob: cadd05e978b15bac2658fd0c65cbdefd6897651f (plain)
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
package game

import (
	"fmt"
	"strconv"

	"thehouseoficarus/internal/behavior"
	"thehouseoficarus/internal/color"
	"thehouseoficarus/internal/net"
	"thehouseoficarus/internal/player"
)

// effectScope controls which subset of a Step's effects applyStep will fire.
//
//   - scopePlayer:  every player-bound trigger (on_use, on_look, on_kill,
//     on_enter, on_exit, on_traverse, on_flag_change). Receives
//     the full effect vocabulary: messages, broadcast,
//     broadcast_global, flags, items, heal, credits, mob
//     spawn/despawn (player-owned), teleport, aps_node.
//   - scopeGlobal:  global-flag triggers (on_global_flag_change) with no
//     originating player. Only broadcasts, global flag
//     mutations, and world-owned mob spawn/despawn fire.
type effectScope int

const (
	scopePlayer effectScope = iota
	scopeGlobal
)

// applyStep is the single effect executor used by every trigger in the game:
// talk nodes/options, on_use/on_look/on_kill/on_enter/on_exit/on_traverse
// triggers, and on_flag_change/on_global_flag_change sequences. scopeGlobal
// ignores the player entirely.
//
// flagValue (may be nil) is substituted into %v in any message/broadcast
// template; the player's name is substituted into %p.
//
// The fixed effect order:
//  1. messages (player scope — skipped for scopeGlobal)
//  2. broadcast -> all in room (both scopes)
//  3. broadcast_global -> all online (both scopes)
//  4. set_global_flags (scopeGlobal sets here; player scope folds globals
//     into step 5 via applyFlagMutations so they aren't set twice)
//  5. set_player_flags (player scope; cascades via setPlayerFlag)
//  6. take_item (player scope)
//  7. give_item (player scope; honors 28-slot inventory limit)
//  8. drop_table (player scope; resolves weighted drops into inventory,
//     overflow to ground; supports credits pseudo-item)
//  9. heal (player scope; clamps to MaxHP)
//  10. credits (player scope; negative is gated by affordability)
//  11. spawn_mob (player scope: player-owned; global scope: world-owned)
//  12. despawn_mob (player scope: owner-filtered; global scope: all)
//  13. teleport (player scope; re-runs look + on_enter of target)
//  14. aps_node (player scope; marks "aps_node_<roomID>" player flag)
func (g *Game) applyStep(sess *net.Session, p *player.Player, step *behavior.Step, roomID int, sc effectScope, flagValue any) {
	if step == nil {
		return
	}

	var playerName string
	if p != nil {
		playerName = p.Name
	}

	// 1. messages — direct to the triggering session.
	if sc != scopeGlobal {
		for _, msg := range step.Messages {
			g.writePlayerMessage(sess, msg, playerName, flagValue)
		}
	}

	// 2 & 3. broadcast / broadcast_global — re-render color tags per recipient.
	if g.Hub != nil && (step.Broadcast != "" || step.BroadcastGlobal != "") {
		broadcastSpec := g.resolveColor(nil, "broadcast")
		if step.Broadcast != "" {
			raw := expandTemplate(step.Broadcast, playerName, flagValue)
			for _, other := range g.Hub.PlayersInRoom(roomID) {
				otherMode := g.colorMode(other)
				rendered := color.ExpandTagsDefault(otherMode, broadcastSpec, raw)
				other.WriteLine(g.colorize(other, "broadcast", rendered))
			}
		}
		if step.BroadcastGlobal != "" {
			raw := expandTemplate(step.BroadcastGlobal, playerName, flagValue)
			for _, other := range g.Hub.AllSessions() {
				if other.Player == nil {
					continue
				}
				otherMode := g.colorMode(other)
				rendered := color.ExpandTagsDefault(otherMode, broadcastSpec, raw)
				other.WriteLine(g.colorize(other, "broadcast", rendered))
			}
		}
	}

	// 4. set_global_flags — scopeGlobal has no player, set globals here.
	if sc == scopeGlobal && len(step.SetGlobalFlags) > 0 {
		g.GlobalFlags.SetAll(step.SetGlobalFlags)
	}

	if sc == scopeGlobal {
		// 11/12. world-owned spawn/despawn.
		if step.SpawnMob != nil {
			g.spawnWorldTriggerMob(step.SpawnMob, roomID)
		}
		if step.DespawnMob != "" {
			g.despawnTriggerMobs(step.DespawnMob, "")
		}
		return
	}

	if p == nil {
		return
	}

	// 5. set_player_flags (and globals, folded in so the SetAll happens once).
	if len(step.SetGlobalFlags) > 0 || len(step.SetPlayerFlags) > 0 {
		g.applyFlagMutations(p, step.SetGlobalFlags, step.SetPlayerFlags)
		g.AccountStore.SaveCharacter(p)
	}

	// 6. take_item
	if step.TakeItem != "" {
		if p.HasItem(step.TakeItem) {
			p.RemoveItem(step.TakeItem, 1)
			g.AccountStore.SaveCharacter(p)
		}
	}

	// 7. give_item
	if step.GiveItem != "" {
		slot := p.FirstFreeSlot()
		if slot == -1 {
			if sess != nil {
				sess.WriteLine("Your inventory is too full to receive that.")
			}
		} else {
			p.SetInvSlot(slot, &player.InventorySlot{ItemID: step.GiveItem, Quantity: 1})
			g.AccountStore.SaveCharacter(p)
		}
	}

	// 8. drop_table — weighted loot into inventory, overflow to ground.
	if len(step.DropTable) > 0 {
		for _, d := range behavior.ResolveDropList(g.DataDir, step.DropTable) {
			if d.ItemID == "" {
				continue
			}
			g.giveTriggerDrop(sess, p, &d)
		}
	}

	// 9. heal
	if step.Heal > 0 {
		p.HP += step.Heal
		if maxHP := p.MaxHP(); p.HP > maxHP {
			p.HP = maxHP
		}
		g.AccountStore.SaveCharacter(p)
		if sess != nil {
			sess.WriteLine(fmt.Sprintf("You regain %d hitpoints.", step.Heal))
		}
	}

	// 10. credits (signed; negative is gated).
	if step.Credits != 0 {
		if step.Credits < 0 {
			if p.Credits >= -step.Credits {
				p.Credits += step.Credits
				g.AccountStore.SaveCharacter(p)
			} else if sess != nil {
				sess.WriteLine(fmt.Sprintf("You don't have enough credits. (Need %d, have %d)", -step.Credits, p.Credits))
			}
		} else {
			p.Credits += step.Credits
			g.AccountStore.SaveCharacter(p)
		}
	}

	// 11/12. spawn_mob / despawn_mob (player-owned / owner-filtered).
	if step.SpawnMob != nil {
		g.spawnTriggerMob(sess, p, step.SpawnMob, roomID)
	}
	if step.DespawnMob != "" {
		g.despawnTriggerMobs(step.DespawnMob, p.Name)
	}

	// 13. teleport
	if step.Teleport > 0 && sess != nil {
		g.teleportPlayer(sess, p, step.Teleport)
	}

	// 14. aps_node — dynamic room-id flag, kept as a dedicated effect.
	if step.ApsNode {
		g.setPlayerFlag(p, "aps_node_"+strconv.Itoa(p.RoomID), true)
		g.AccountStore.SaveCharacter(p)
	}
}

// writePlayerMessage expands the message template (player name, flag value),
// colorizes inline {spec}text{/} tags under the caller's color mode, and writes
// it to sess. It is the single path used by every per-player message emission
// in the trigger system.
func (g *Game) writePlayerMessage(sess *net.Session, msg string, playerName string, flagValue any) {
	if sess == nil || msg == "" {
		return
	}
	rendered := expandTemplate(msg, playerName, flagValue)
	seqSpec := g.resolveColor(sess, "sequence")
	mode := g.colorMode(sess)
	rendered = color.ExpandTagsDefault(mode, seqSpec, rendered)
	sess.WriteLine(rendered)
}

// giveTriggerDrop awards a resolved DropEntry to a player. Item goes to the
// first free inventory slot; if inventory is full it falls to the ground
// (reserved for the player). "credits" pseudo-item adds credits directly.
func (g *Game) giveTriggerDrop(sess *net.Session, p *player.Player, drop *behavior.DropEntry) {
	if p == nil {
		return
	}
	qty := drop.Quantity
	if qty <= 0 {
		qty = 1
	}

	if drop.ItemID == "credits" {
		p.Credits += qty
		if sess != nil {
			sess.WriteLine(fmt.Sprintf("You receive %d credits.", qty))
		}
		g.AccountStore.SaveCharacter(p)
		return
	}

	name := drop.ItemID
	lootDef, _ := g.ItemStore.Load(drop.ItemID)
	if lootDef != nil && lootDef.Name != "" {
		name = lootDef.Name
	}

	freeSlot := p.FirstFreeSlot()
	if freeSlot == -1 {
		g.World.AddReservedItem(p.RoomID, drop.ItemID, qty, p.Name)
		sess.WriteLine(fmt.Sprintf("You receive %s. It falls to the ground.", g.itemColorize(sess, lootDef, name)))
		return
	}

	p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: drop.ItemID, Quantity: qty})
	sess.WriteLine(fmt.Sprintf("You receive %s.", g.itemColorize(sess, lootDef, name)))
	g.AccountStore.SaveCharacter(p)
}

// applyTalkStep fires a talk node/option's Action (a single Step)
// synchronously at scopePlayer, scoped to the player's current room.
func (g *Game) applyTalkStep(sess *net.Session, step *behavior.Step) {
	p := sess.Player
	if p == nil || step == nil {
		return
	}
	g.applyStep(sess, p, step, p.RoomID, scopePlayer, nil)
}

// runTrigger runs the first matching entry in a trigger block. itemMatch
// (optional) gates entries that carry an ItemID: for on_look it requires the
// player to hold the item; for on_kill it requires wielding it. nil means the
// ItemID field is ignored (on_enter/on_exit/on_traverse/on_flag_change). The
// first entry whose item filter and Condition pass wins; its Steps run as a
// scripted sequence. roomLocked controls the per-step room-lock: when true,
// steps are skipped if the player has left roomID (used by on_enter so a
// cutscene doesn't play into the wrong room). Returns true if a trigger
// matched and fired.
func (g *Game) runTrigger(sess *net.Session, p *player.Player, list []behavior.Trigger, roomID int, itemMatch func(string) bool, roomLocked bool) bool {
	for i := range list {
		t := &list[i]
		if t.ItemID != "" && itemMatch != nil && !itemMatch(t.ItemID) {
			continue
		}
		if t.Condition != nil && !g.checkCondition(sess, t.Condition) {
			continue
		}
		g.startSequence(sess, p, t.Steps, roomID, scopePlayer, nil, t.Lock, roomLocked, verbSeqKey(p, t.ItemID))
		return true
	}
	return false
}