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path: root/internal/game/act_room.go
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package game

import (
	"fmt"
	"strings"

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

// 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      []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.
// 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 []world.EnterStep
	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 {
		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 []world.EnterStep) {
	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 []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
	}
	seqSpec := g.resolveColor(seq.sess, "sequence")
	broadcastSpec := g.resolveColor(seq.sess, "broadcast")
	mode := g.colorMode(seq.sess)
	if step.Message != "" {
		msg := expandTemplate(step.Message, p.Name, nil)
		msg = color.ExpandTagsDefault(mode, seqSpec, msg)
		if !seq.started {
			seq.sess.WriteLine("\n" + msg)
			seq.started = true
		} else {
			seq.sess.WriteLine(msg)
		}
	}
	if step.Broadcast != "" && g.Hub != nil {
		msg := expandTemplate(step.Broadcast, p.Name, nil)
		msg = color.ExpandTagsDefault(mode, broadcastSpec, msg)
		for _, other := range g.Hub.PlayersInRoom(seq.roomID) {
			other.WriteLine(g.colorize(other, "broadcast", "\n"+msg))
		}
	}
	if step.BroadcastGlobal != "" && g.Hub != nil {
		msg := expandTemplate(step.BroadcastGlobal, p.Name, nil)
		msg = color.ExpandTagsDefault(mode, broadcastSpec, msg)
		for _, other := range g.Hub.AllSessions() {
			if other.Player != nil {
				other.WriteLine(g.colorize(other, "broadcast", "\n"+msg))
			}
		}
	}
	if len(step.SetFlags) > 0 || len(step.SetPlayerFlags) > 0 {
		g.applyFlagMutations(p, step.SetFlags, step.SetPlayerFlags)
		g.AccountStore.SaveCharacter(p)
	}
	if step.SpawnMob != nil {
		g.spawnTriggerMob(seq.sess, p, step.SpawnMob, seq.roomID)
	}
	if step.DespawnMob != "" {
		g.despawnTriggerMobs(step.DespawnMob, p.Name)
	}
	if step.GiveItem != "" {
		slot := p.FirstFreeSlot()
		if slot == -1 {
			seq.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)
		}
	}
	if step.TakeItem != "" {
		if p.HasItem(step.TakeItem) {
			p.RemoveItem(step.TakeItem, 1)
			g.AccountStore.SaveCharacter(p)
		}
	}
	if step.Heal > 0 {
		p.HP += step.Heal
		if maxHP := p.MaxHP(); p.HP > maxHP {
			p.HP = maxHP
		}
		g.AccountStore.SaveCharacter(p)
		seq.sess.WriteLine(fmt.Sprintf("You regain %d hitpoints.", step.Heal))
	}
	if step.Teleport > 0 {
		g.teleportPlayer(seq.sess, p, step.Teleport)
	}
}

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 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 {
		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", fmt.Sprintf("\n%s", msg)))
			}
		}
	}
}