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package game
import (
"fmt"
"strings"
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
// enterSeq is an in-flight on_enter stepped sequence 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 []behavior.StepAction
wait int
}
// 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"
// (any non-zero effect field) the messages are printed synchronously.
// Otherwise the surviving steps become a scheduled enter sequence 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 []behavior.StepAction
sequenced := false
for _, step := range room.OnEnter {
if step.Condition != nil && !g.checkCondition(sess, step.Condition) {
continue
}
steps = append(steps, step)
if step.IsTimed() {
sequenced = true
}
}
if len(steps) == 0 {
return
}
if !sequenced {
// Pure message-only steps — print synchronously, no side effects.
for _, step := range steps {
if step.Message != "" {
sess.WriteLine(step.Message)
}
}
return
}
g.startEnterSeq(sess, p, roomID, steps)
}
// startEnterSeq registers a scheduled on_enter sequence and persists a marker
// on the player so the sequence can be resumed on reconnect if interrupted
// (disconnect, server restart).
func (g *Game) startEnterSeq(sess *net.Session, p *player.Player, roomID int, steps []behavior.StepAction) {
g.cancelEnterSeq(p.Name)
if p.EnterSeqRoom != roomID {
p.EnterSeqRoom = 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 enter sequence 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 []behavior.StepAction
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 i := range jobs {
g.fireEnterStep(seq, &jobs[i])
}
if done {
g.completeEnterSeq(seq)
}
}
}
// fireEnterStep runs one on_enter step's effects via the unified
// applyStepAction executor. The room-lock check (player must still be in the
// room that the sequence is being played for) lives here, before dispatch —
// applyStepAction itself doesn't re-check it.
func (g *Game) fireEnterStep(seq *enterSeq, step *behavior.StepAction) {
p := seq.sess.Player
if p == nil || p.RoomID != seq.roomID {
return
}
g.applyStepAction(seq.sess, p, step, seq.roomID, scopePlayerSeq, nil)
}
func (g *Game) completeEnterSeq(seq *enterSeq) {
if !g.isCharLive(seq.playerName, seq.sess) {
return
}
p := seq.sess.Player
if p == nil {
return
}
if p.EnterSeqRoom == seq.roomID {
p.EnterSeqRoom = 0
g.AccountStore.SaveCharacter(p)
}
g.writePrompt(seq.sess)
}
// cancelEnterSeq drops any in-flight enter sequence for the player. It does not
// touch the persisted EnterSeqRoom marker, so a sequence 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 global and player flags. It is the player-scoped
// (scopePlayer / scopePlayerSeq) flag step of applyStepAction, called once
// per non-global step that carries set_global_flags and/or set_player_flags.
// scopeGlobal sets globals directly in applyStepAction step 4 instead (so
// world-scoped cascades don't reach back into this helper).
func (g *Game) applyFlagMutations(p *player.Player, setGlobalFlags, setPlayerFlags map[string]any) {
g.GlobalFlags.SetAll(setGlobalFlags)
if len(setPlayerFlags) > 0 {
for k, v := range setPlayerFlags {
g.setPlayerFlag(p, 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", msg))
}
}
}
}
|