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package game
import (
"fmt"
"os"
"strings"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
func (g *Game) handleNewCharName(sess *net.Session, input string) {
name := strings.TrimSpace(input)
if sess.PendingChar == "connect" && len(sess.Account.Characters) > 0 {
if idx, err := parseChoiceIndex(name); err == nil && idx > 0 && idx <= len(sess.Account.Characters) {
sess.PendingChar = ""
g.connectCharacter(sess, sess.Account.Characters[idx-1])
return
}
sess.WriteLine("Invalid choice.")
sess.Write("\n> ")
return
}
if name == "" {
sess.Write("Character name: ")
return
}
if verr := player.ValidName(name); verr != nil {
sess.WriteLine(verr.Error())
sess.Write("Character name: ")
return
}
if g.AccountStore.CharacterExists(name) {
sess.WriteLine("A character with that name already exists.")
sess.Write("Character name: ")
return
}
p := player.New(name)
p.RoomID = 1
if err := g.AccountStore.SaveCharacter(p); err != nil {
sess.WriteLine(fmt.Sprintf("Error creating character: %v", err))
sess.State = net.StateMenu
g.showMenu(sess)
return
}
acc, _ := g.AccountStore.LoadAccount(sess.Account.Name)
acc.Characters = append(acc.Characters, name)
g.AccountStore.SaveAccount(acc)
sess.Account.Characters = acc.Characters
g.connectCharacter(sess, name)
}
func (g *Game) connectCharacter(sess *net.Session, name string) {
g.charsMu.Lock()
if existing := g.loggedInChars[name]; existing != nil {
g.charsMu.Unlock()
sess.WriteLine("This character is logged in elsewhere.")
sess.State = net.StateMenu
g.showMenu(sess)
return
}
p, err := g.AccountStore.LoadCharacter(name)
if err != nil {
g.charsMu.Unlock()
sess.WriteLine(fmt.Sprintf("Error loading character: %v", err))
sess.State = net.StateMenu
g.showMenu(sess)
return
}
sess.Player = p
sess.State = net.StateGame
g.loggedInChars[name] = sess
g.charsMu.Unlock()
if sess.Account != nil && sess.Account.Options != nil {
p.Options = make(map[string]any)
for k, v := range sess.Account.Options {
p.Options[k] = v
}
}
g.World.SeedGroundItems(p.RoomID)
g.seedRoomMobs(p.RoomID)
g.seedRoomObjects(p.RoomID)
if g.Hub != nil {
g.Hub.EnterRoom(sess, p.RoomID)
}
g.doLook(sess)
g.checkAggro(sess)
sess.Write("\r\n> ")
}
func (g *Game) handleRenameChar(sess *net.Session, input string) {
name := strings.TrimSpace(input)
if idx, err := parseChoiceIndex(name); err == nil && idx > 0 && idx <= len(sess.Account.Characters) {
sess.PendingChar = sess.Account.Characters[idx-1]
} else {
sess.PendingChar = name
}
found := false
for _, c := range sess.Account.Characters {
if c == sess.PendingChar {
found = true
break
}
}
if !found {
sess.WriteLine(fmt.Sprintf("No character named %s on this account.", sess.PendingChar))
g.showMenu(sess)
return
}
sess.State = net.StateRenameCharName
sess.WriteLine(fmt.Sprintf("Renaming %s.", sess.PendingChar))
sess.Write("New name: ")
}
func (g *Game) handleRenameCharName(sess *net.Session, input string) {
newName := strings.TrimSpace(input)
oldName := sess.PendingChar
if newName == "" {
sess.Write("New name: ")
return
}
if verr := player.ValidName(newName); verr != nil {
sess.WriteLine(verr.Error())
sess.Write("New name: ")
return
}
if newName == oldName {
sess.WriteLine("That's already the character's name.")
g.showMenu(sess)
return
}
if g.AccountStore.CharacterExists(newName) {
sess.WriteLine("A character with that name already exists.")
sess.Write("New name: ")
return
}
oldPath := g.AccountStore.CharPath(oldName)
newPath := g.AccountStore.CharPath(newName)
if err := os.Rename(oldPath, newPath); err != nil {
sess.WriteLine(fmt.Sprintf("Error renaming: %v", err))
g.showMenu(sess)
return
}
p, _ := g.AccountStore.LoadCharacter(newName)
if p != nil {
p.Name = newName
g.AccountStore.SaveCharacter(p)
}
acc, _ := g.AccountStore.LoadAccount(sess.Account.Name)
for i, c := range acc.Characters {
if c == oldName {
acc.Characters[i] = newName
break
}
}
g.AccountStore.SaveAccount(acc)
sess.Account.Characters = acc.Characters
sess.PendingChar = ""
sess.WriteLine(fmt.Sprintf("%s renamed to %s.", oldName, newName))
g.showMenu(sess)
}
func (g *Game) showDeleteConfirm(sess *net.Session) {
sess.State = net.StateDeleteChar
sess.WriteLine(fmt.Sprintf("\nDelete %s? Type DELETE %s to confirm, or anything else to cancel.", sess.PendingChar, sess.PendingChar))
}
func (g *Game) handleDeleteChar(sess *net.Session, input string) {
if sess.PendingChar == "" {
name := strings.TrimSpace(input)
if idx, err := parseChoiceIndex(name); err == nil && idx > 0 && idx <= len(sess.Account.Characters) {
sess.PendingChar = sess.Account.Characters[idx-1]
} else {
sess.PendingChar = name
}
found := false
for _, c := range sess.Account.Characters {
if c == sess.PendingChar {
found = true
break
}
}
if !found {
sess.WriteLine(fmt.Sprintf("No character named %s on this account.", sess.PendingChar))
sess.PendingChar = ""
g.showMenu(sess)
return
}
g.showDeleteConfirm(sess)
return
}
input = strings.TrimSpace(input)
expected := "DELETE " + sess.PendingChar
if strings.ToUpper(input) != strings.ToUpper(expected) {
sess.WriteLine("Delete cancelled.")
sess.PendingChar = ""
g.showMenu(sess)
return
}
charPath := g.AccountStore.CharPath(sess.PendingChar)
if err := os.Remove(charPath); err != nil {
sess.WriteLine(fmt.Sprintf("Error deleting: %v", err))
sess.PendingChar = ""
g.showMenu(sess)
return
}
acc, _ := g.AccountStore.LoadAccount(sess.Account.Name)
var newChars []string
for _, c := range acc.Characters {
if c != sess.PendingChar {
newChars = append(newChars, c)
}
}
acc.Characters = newChars
g.AccountStore.SaveAccount(acc)
sess.Account.Characters = newChars
sess.WriteLine(fmt.Sprintf("%s has been deleted.", sess.PendingChar))
sess.PendingChar = ""
g.showMenu(sess)
}
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