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package game
import (
"fmt"
"os"
"path/filepath"
"sort"
"strings"
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
"gopkg.in/yaml.v3"
)
func (g *Game) startEstateDirectory(sess *net.Session, verb string) {
p := sess.Player
homeowners := g.scanHomeowners("owns_house_local_neighborhood")
ownedByMe := false
for _, h := range homeowners {
if h == p.Name {
ownedByMe = true
break
}
}
if verb == "talk" {
g.showEstateDirectoryTalk(sess, p, homeowners, ownedByMe)
return
}
if verb == "use" {
if ownedByMe {
houseRoom := g.getOwnedHouseRoom(p, "owns_house_local_neighborhood")
if houseRoom > 0 {
g.cancelAction(p)
g.teleportPlayer(sess, p, houseRoom)
return
}
}
sess.WriteLine("You don't own a house here. Talk to the estate broker to purchase one.")
return
}
}
func (g *Game) lookEstateDirectory(sess *net.Session) {
homeowners := g.scanHomeowners("owns_house_local_neighborhood")
sess.WriteLine("")
sess.WriteLine(g.colorize(sess, "dialog", "Estate Directory"))
sess.WriteLine(fmt.Sprintf(" A holographic terminal displaying property records for the Local Neighborhood."))
sess.WriteLine("")
if len(homeowners) == 0 {
sess.WriteLine(" No registered homeowners in this area.")
} else {
sess.WriteLine(" Registered homeowners:")
for i, name := range homeowners {
sess.WriteLine(fmt.Sprintf(" %d. %s", i+1, name))
}
}
sess.WriteLine("")
sess.WriteLine(" Use the directory to enter your home, or talk to the estate broker to purchase.")
}
func (g *Game) showEstateDirectoryTalk(sess *net.Session, p *player.Player, homeowners []string, ownedByMe bool) {
sess.WriteLine("")
sess.WriteLine(g.colorize(sess, "dialog", "The directory terminal hums quietly, displaying a list of registered homeowners..."))
if ownedByMe {
sess.WriteLine("")
sess.WriteLine(" You are a registered homeowner in this neighborhood.")
sess.WriteLine(" Type 'enter' to go to your house, or 'leave' to step away.")
sess.State = net.StateTalk
p.Action = &behavior.Action{
Type: "talk",
TargetID: "estate_directory",
TargetName: "Estate Directory",
Data: &behavior.TalkData{Node: "start", EstateDirectory: true},
}
sess.Write("\nChoice: ")
return
}
sess.WriteLine("")
if len(homeowners) > 0 {
sess.WriteLine(" Currently owned by: " + strings.Join(homeowners, ", "))
}
sess.WriteLine(" You don't own a house here yet.")
sess.WriteLine(" Talk to the estate broker to purchase a plot for 10 credits.")
}
func (g *Game) handleEstateDirectoryTalk(sess *net.Session, input string) {
input = strings.TrimSpace(strings.ToLower(input))
switch input {
case "enter":
p := sess.Player
if p == nil {
return
}
houseRoom := g.getOwnedHouseRoom(p, "owns_house_local_neighborhood")
if houseRoom > 0 {
sess.State = net.StateGame
p.Action = nil
g.teleportPlayer(sess, p, houseRoom)
return
}
sess.State = net.StateGame
p.Action = nil
g.writePrompt(sess)
case "leave", "bye", "exit", "quit":
p := sess.Player
if p != nil {
p.Action = nil
}
sess.State = net.StateGame
g.writePrompt(sess)
default:
sess.WriteLine("Type 'enter' to go to your house, or 'leave' to step away.")
sess.Write("\nChoice: ")
}
}
func (g *Game) scanHomeowners(flagKey string) []string {
var homeowners []string
charsDir := filepath.Join(g.DataDir, "players", "characters")
entries, err := os.ReadDir(charsDir)
if err != nil {
return homeowners
}
for _, entry := range entries {
if entry.IsDir() || !strings.HasSuffix(entry.Name(), ".yaml") {
continue
}
name := strings.TrimSuffix(entry.Name(), ".yaml")
data, err := os.ReadFile(filepath.Join(charsDir, entry.Name()))
if err != nil {
continue
}
var p struct {
Flags map[string]any `yaml:"flags"`
}
if err := yaml.Unmarshal(data, &p); err != nil {
continue
}
if p.Flags != nil {
if val, ok := p.Flags[flagKey]; ok && val != nil {
owned := false
switch v := val.(type) {
case bool:
owned = v
case string:
owned = v != "" && v != "false"
}
if owned {
homeowners = append(homeowners, name)
}
}
}
}
sort.Strings(homeowners)
return homeowners
}
func (g *Game) getOwnedHouseRoom(p *player.Player, flagKey string) int {
p.EnsureFlags()
val, ok := p.Flags[flagKey]
if !ok || val == nil {
return 0
}
v, ok := val.(string)
if !ok || v == "" {
return 0
}
houseMap := map[string]int{
"local_neighborhood": 300,
}
return houseMap[v]
}
func (g *Game) teleportPlayer(sess *net.Session, p *player.Player, roomID int) {
if g.Hub != nil {
for _, other := range g.Hub.PlayersInRoom(p.RoomID) {
if other != sess {
other.WriteLine(fmt.Sprintf("%s disappears in a shimmer of light.", p.Name))
}
}
}
p.RoomID = roomID
p.Stats.RecordRoomVisit(roomID)
if g.Hub != nil {
g.Hub.LeaveRoom(sess)
g.Hub.EnterRoom(sess, p.RoomID)
}
g.World.SeedGroundItems(p.RoomID)
g.seedRoomMobs(p.RoomID)
g.seedRoomObjects(p.RoomID)
g.AccountStore.SaveCharacter(p)
g.doLook(sess)
g.runEnterSteps(sess, p.RoomID)
g.writePrompt(sess)
}
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