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

import (
	"path/filepath"
	"sync"

	"gopkg.in/yaml.v3"
	"thehouseoficarus/internal/behavior"
)

// 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.
// Two equivalent forms are supported:
//   - Legacy: Messages (exactly 3) + TicksPerPhase + fail at phase index 1.
//   - Preferred: Phases, an explicit ordered list with per-phase delays 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"`
	TicksPerPhase float64         `yaml:"ticks_per_phase"`
	Messages      []string        `yaml:"messages"`
	Phases        []ObstaclePhase `yaml:"phases"`
}

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
	RequiredLevel  int
}

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
}

func NewCourseStore(dataDir string) *CourseStore {
	return &CourseStore{
		dataDir: dataDir,
		courses: make(map[string]*CourseConfig),
	}
}

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.
// Preferred form: explicit Phases. Legacy form: Messages with a shared
// TicksPerPhase and the failure check at the middle (index 1) phase.
func resolvePhases(obs ObstacleDef) []PhaseInfo {
	if len(obs.Phases) > 0 {
		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
	}
	msgs := obs.Messages
	phases := make([]PhaseInfo, 0, len(msgs))
	for i, m := range msgs {
		var delay float64
		if i == 0 {
			delay = 0
		} else {
			delay = obs.TicksPerPhase
		}
		phases = append(phases, PhaseInfo{
			Message:   m,
			Delay:     delay,
			FailCheck: i == 1,
		})
	}
	return phases
}

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
			}

			completionXP := 0
			if i == totalObstacles-1 {
				completionXP = cfg.CompletionXP
			}

			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,
				RequiredLevel:  cfg.RequiredLevel,
			}
			cs.roomToObstacle[obs.RoomID] = info
			localVerbs[obs.Verb] = true
		}
		return nil
	})

	obstacleVerbs = localVerbs
}