1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
|
package game
import (
"fmt"
"strings"
"unicode/utf8"
"thehouseoficarus/internal/color"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
func (g *Game) executeSymbol(sess *net.Session, args []string, rawInput string) {
p := sess.Player
if len(args) == 0 {
data, ok := p.MapSymbols[p.RoomID]
if !ok {
sess.WriteLine("No custom symbol set for this room.")
return
}
msg := fmt.Sprintf("Custom symbol: %s", data.Char)
if data.Color != "" {
spec := color.Parse(data.Color)
colored := color.Render(g.colorMode(sess), spec, data.Char)
msg = fmt.Sprintf("Custom symbol: %s (%s)", colored, data.Color)
}
sess.WriteLine(msg)
return
}
// extract symbol char from rawInput to preserve case, since
// handleGameCommand lowercases args before dispatch (same pattern as say).
char := args[0]
if idx := strings.Index(strings.ToLower(rawInput), "symbol"); idx >= 0 {
rest := strings.TrimSpace(rawInput[idx+6:])
if space := strings.Index(rest, " "); space >= 0 {
char = rest[:space]
} else {
char = rest
}
}
cleared := false
if strings.EqualFold(char, "reset") || strings.EqualFold(char, "remove") {
delete(p.MapSymbols, p.RoomID)
if err := g.AccountStore.SaveCharacter(p); err != nil {
sess.WriteLine("Error saving: " + err.Error())
return
}
sess.WriteLine("Custom symbol reset for this room.")
cleared = true
}
if !cleared {
r, size := utf8.DecodeRuneInString(char)
if size == 0 || size != len(char) || r == utf8.RuneError {
// color-only mode — args are a color spec, keep existing char
colorSpec := strings.Join(args, " ")
spec := color.Parse(colorSpec)
if spec.Empty() {
sess.WriteLine("Invalid color spec. Use a hex color code like FF and/or bold/dim/underline.")
return
}
existing, ok := p.MapSymbols[p.RoomID]
if !ok {
existing = player.MapSymbolData{Char: "■"}
}
existing.Color = colorSpec
p.MapSymbols[p.RoomID] = existing
if err := g.AccountStore.SaveCharacter(p); err != nil {
sess.WriteLine("Error saving: " + err.Error())
return
}
colored := color.Render(g.colorMode(sess), spec, existing.Char)
sess.WriteLine(fmt.Sprintf("Map symbol color set to: %s (%s)", colored, colorSpec))
return
}
colorSpec := ""
if len(args) > 1 {
colorSpec = strings.Join(args[1:], " ")
if colorSpec != "" {
spec := color.Parse(colorSpec)
if spec.Empty() {
sess.WriteLine("Invalid color spec. Use a hex color code like FF and/or bold/dim/underline.")
return
}
}
}
p.MapSymbols[p.RoomID] = player.MapSymbolData{
Char: char,
Color: colorSpec,
}
if err := g.AccountStore.SaveCharacter(p); err != nil {
sess.WriteLine("Error saving: " + err.Error())
return
}
msg := fmt.Sprintf("Map symbol set to: %s", char)
if colorSpec != "" {
spec := color.Parse(colorSpec)
colored := color.Render(g.colorMode(sess), spec, char)
msg = fmt.Sprintf("Map symbol set to: %s", colored)
}
sess.WriteLine(msg)
}
}
|