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
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
|
package game
import (
"log"
"os"
"path/filepath"
"sync"
"gopkg.in/yaml.v3"
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/world"
)
// ObstaclePhase is a single phase of an obstacle's advancement sequence.
// Each phase prints a message after waiting Delay ticks, then optionally
// performs the failure check.
type ObstaclePhase struct {
Message string `yaml:"message"`
Delay float64 `yaml:"delay"`
FailCheck bool `yaml:"fail_check,omitempty"`
}
// ObstacleDef is the YAML representation of a single agility obstacle.
// Phases is the ordered list of advancement steps, each with a per-phase
// delay and an optional fail_check flag (at most one phase should carry it).
type ObstacleDef struct {
RoomID int `yaml:"room_id"`
Verb string `yaml:"verb"`
XP int `yaml:"xp"`
FailDamage [2]int `yaml:"fail_damage"`
FailChance *float64 `yaml:"fail_chance,omitempty"`
Phases []ObstaclePhase `yaml:"phases"`
ExitDir string `yaml:"exit_dir"`
OnFailRoom int `yaml:"on_fail,omitempty"`
}
type CourseConfig struct {
ID string `yaml:"id"`
Name string `yaml:"name"`
RequiredLevel int `yaml:"required_level"`
StartRoom int `yaml:"start_room"`
CompletionXP int `yaml:"completion_xp"`
Obstacles []ObstacleDef `yaml:"obstacles"`
}
// PhaseInfo is the runtime-resolved form of an ObstaclePhase.
type PhaseInfo struct {
Message string
Delay float64
FailCheck bool
}
type ObstacleInfo struct {
CourseID string
CourseName string
ObstacleIndex int
TotalObstacles int
Verb string
Phases []PhaseInfo
ObstacleXP int
CompletionXP int
FailChance *float64 // nil => derived from agility level
FailDamage [2]int
NextRoom int
StartRoom int
OnFailRoom int
RequiredLevel int
ExitDir string
}
var obstacleVerbs = map[string]bool{}
var verbGerund = map[string]string{
"scramble": "scrambling",
"jump": "jumping",
"swing": "swinging",
"balance": "balancing",
"climb": "climbing",
"crawl": "crawling",
"vault": "vaulting",
"leap": "leaping",
"slide": "sliding",
}
type CourseStore struct {
dataDir string
mu sync.Mutex
courses map[string]*CourseConfig
roomToObstacle map[int]*ObstacleInfo
loaded bool
world *world.World
}
func NewCourseStore(dataDir string) *CourseStore {
return &CourseStore{
dataDir: dataDir,
courses: make(map[string]*CourseConfig),
}
}
func (cs *CourseStore) SetWorld(w *world.World) {
cs.world = w
}
func (cs *CourseStore) LoadAll() {
cs.mu.Lock()
defer cs.mu.Unlock()
cs.loadAllLocked()
}
func (cs *CourseStore) ReloadAll() {
cs.mu.Lock()
cs.loaded = false
cs.courses = make(map[string]*CourseConfig)
cs.mu.Unlock()
cs.LoadAll()
}
// AllCourses returns the full course config map, loading on first access.
func (cs *CourseStore) AllCourses() map[string]*CourseConfig {
cs.mu.Lock()
defer cs.mu.Unlock()
if !cs.loaded {
cs.loadAllLocked()
}
return cs.courses
}
func (cs *CourseStore) GetObstacle(roomID int) *ObstacleInfo {
cs.mu.Lock()
defer cs.mu.Unlock()
if !cs.loaded {
cs.loadAllLocked()
}
return cs.roomToObstacle[roomID]
}
// resolvePhases converts an ObstacleDef into a normalized PhaseInfo list.
func resolvePhases(obs ObstacleDef) []PhaseInfo {
phases := make([]PhaseInfo, 0, len(obs.Phases))
for _, p := range obs.Phases {
phases = append(phases, PhaseInfo{
Message: p.Message,
Delay: p.Delay,
FailCheck: p.FailCheck,
})
}
return phases
}
func (cs *CourseStore) resolveExitTarget(roomID int, dir string) int {
if cs.world == nil || dir == "" {
return 0
}
path, ok := cs.world.GetRoomPath(roomID)
if !ok {
return 0
}
data, err := os.ReadFile(path)
if err != nil {
return 0
}
var m map[string]any
if err := yaml.Unmarshal(data, &m); err != nil {
return 0
}
exits, _ := m["exits"].(map[string]any)
if exits == nil {
return 0
}
v, ok := exits[dir]
if !ok {
return 0
}
switch x := v.(type) {
case map[string]any:
if r, ok := x["room"]; ok {
switch y := r.(type) {
case int:
return y
case int64:
return int(y)
case float64:
return int(y)
}
}
}
return 0
}
func (cs *CourseStore) loadAllLocked() {
cs.loaded = true
cs.roomToObstacle = make(map[int]*ObstacleInfo)
localVerbs := make(map[string]bool)
behavior.WalkYAMLDir(filepath.Join(cs.dataDir, "courses"), func(path, id string, data []byte) error {
var cfg CourseConfig
if err := yaml.Unmarshal(data, &cfg); err != nil {
return nil
}
cfg.ID = id
cs.courses[cfg.ID] = &cfg
totalObstacles := len(cfg.Obstacles)
for i, obs := range cfg.Obstacles {
nextRoom := 0
if i < totalObstacles-1 {
nextRoom = cfg.Obstacles[i+1].RoomID
} else if obs.ExitDir != "" {
resolved := cs.resolveExitTarget(obs.RoomID, obs.ExitDir)
if resolved != 0 {
nextRoom = resolved
} else {
log.Printf("[WARNING] Course %q: last obstacle room %d has exit_dir=%q but no exit in that direction; falling back to start_room %d", cfg.ID, obs.RoomID, obs.ExitDir, cfg.StartRoom)
nextRoom = cfg.StartRoom
}
} else {
nextRoom = cfg.StartRoom
}
completionXP := 0
if i == totalObstacles-1 {
completionXP = cfg.CompletionXP
}
onFailRoom := obs.OnFailRoom
if onFailRoom == 0 {
onFailRoom = cfg.StartRoom
}
info := &ObstacleInfo{
CourseID: cfg.ID,
CourseName: cfg.Name,
ObstacleIndex: i,
TotalObstacles: totalObstacles,
Verb: obs.Verb,
Phases: resolvePhases(obs),
ObstacleXP: obs.XP,
CompletionXP: completionXP,
FailChance: obs.FailChance,
FailDamage: obs.FailDamage,
NextRoom: nextRoom,
StartRoom: cfg.StartRoom,
OnFailRoom: onFailRoom,
RequiredLevel: cfg.RequiredLevel,
ExitDir: obs.ExitDir,
}
cs.roomToObstacle[obs.RoomID] = info
localVerbs[obs.Verb] = true
}
return nil
})
obstacleVerbs = localVerbs
}
|