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package game
import (
"fmt"
"strings"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
"thehouseoficarus/internal/world"
)
// enterSeq is an in-flight on_enter cutscene 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, exactly
// as before. Otherwise the surviving steps become a scheduled cutscene 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
cutscene := false
for _, step := range room.OnEnter {
if step.Condition != nil && !g.checkCondition(sess, step.Condition) {
continue
}
steps = append(steps, step)
if step.IsTimed() {
cutscene = true
}
}
if len(steps) == 0 {
return
}
if !cutscene {
for _, step := range steps {
if step.Message != "" {
sess.WriteLine(step.Message)
}
}
return
}
g.startEnterCutscene(sess, p, roomID, steps)
}
// startEnterCutscene registers a scheduled on_enter sequence and persists a
// marker on the player so the cutscene can be resumed on reconnect if it is
// interrupted (disconnect, server restart).
func (g *Game) startEnterCutscene(sess *net.Session, p *player.Player, roomID int, steps []world.EnterStep) {
g.cancelEnterSeq(p.Name)
if p.CutsceneRoom != roomID {
p.CutsceneRoom = 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 cutscene 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
}
if step.Message != "" {
// Break from the prompt on the first line only, so a multi-line
// cutscene reads as tight consecutive lines.
if !seq.started {
seq.sess.WriteLine("\n" + step.Message)
seq.started = true
} else {
seq.sess.WriteLine(step.Message)
}
}
if len(step.SetFlags) > 0 || len(step.SetPlayerFlags) > 0 {
g.applyFlagMutations(p, step.SetFlags, step.SetPlayerFlags)
g.AccountStore.SaveCharacter(p)
}
}
func (g *Game) completeEnterSeq(seq *enterSeq) {
if !g.isCharLive(seq.playerName, seq.sess) {
return
}
p := seq.sess.Player
if p == nil {
return
}
if p.CutsceneRoom == seq.roomID {
p.CutsceneRoom = 0
g.AccountStore.SaveCharacter(p)
}
g.writePrompt(seq.sess)
}
// cancelEnterSeq drops any in-flight cutscene for the player. It does not touch
// the persisted CutsceneRoom marker, so a cutscene 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) {
for k, v := range setFlags {
g.WorldFlags[k] = v
}
if len(setPlayerFlags) > 0 {
p.EnsureFlags()
for k, v := range setPlayerFlags {
p.Flags[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)))
}
}
}
}
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