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package game
import (
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
// interactionSeqData is the payload carried by p.Action.Data for an in-flight
// delayed-message interaction sequence (on_use, on_look, on_kill, or
// on_traverse). Messages are emitted one-by-one with per-message delays; the
// trailing StepAction effects fire only after every message has been shown. If
// the player is interrupted (move, quit, new action, combat) cancelAction
// clears the pending Action and the trailing effects never run.
type interactionSeqData struct {
Msgs []behavior.DelayedMessage
Idx int
Step *behavior.StepAction
RoomID int
Scope effectScope
FlagVal any
}
// startInteractionSeq fires the first delayed message (on the next tick,
// matching the trigger scheduler's "delay = ticks to wait before this step
// fires" rule with a floor of 1 so the first message ALWAYS arrives next tick
// even when delay is 0). The trailing non-message effects run once the last
// message has been emitted.
func (g *Game) startInteractionSeq(sess *net.Session, p *player.Player, step *behavior.StepAction, roomID int, sc effectScope, flagValue any) {
g.cancelAction(p)
firstDelay := 0
if len(step.Messages) > 0 {
firstDelay = step.Messages[0].Delay
}
if firstDelay < 1 {
firstDelay = 1
}
// Strip Messages from step before stashing — applyStepAction would otherwise
// re-emit them when the trailing effects run.
clone := *step
clone.Messages = nil
p.Action = &behavior.Action{
Type: behavior.TypeInteractionSeq,
WaitLeft: firstDelay,
Data: &interactionSeqData{
Msgs: step.Messages,
Idx: 0,
Step: &clone,
RoomID: roomID,
Scope: sc,
FlagVal: flagValue,
},
}
}
// advanceInteractionSeq is the per-tick handler for TypeInteractionSeq
// actions. Each invocation drains any zero-delay messages that are ready, emits
// the current delayed message, then sets the wait for the next message (if any).
// After the last message the trailing effects fire and the action is cancelled.
func (g *Game) advanceInteractionSeq(sess *net.Session, p *player.Player) {
d, ok := p.Action.Data.(*interactionSeqData)
if !ok {
g.cancelAction(p)
return
}
var playerName string
if p != nil {
playerName = p.Name
}
// Drain zero-delay messages that have accumulated, then emit the current
// (delayed) one. Matches the trigger scheduler's drain-zero-delay pattern.
for d.Idx < len(d.Msgs) {
msg := d.Msgs[d.Idx]
d.Idx++
g.writePlayerMessage(sess, msg.Message, playerName, d.FlagVal)
if d.Idx >= len(d.Msgs) {
break
}
next := d.Msgs[d.Idx].Delay
if next > 0 {
p.Action.WaitLeft = next
return
}
}
// All messages emitted — fire trailing effects.
if d.Step != nil {
g.applyStepAction(sess, p, d.Step, d.RoomID, d.Scope, d.FlagVal)
}
g.cancelAction(p)
}
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