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package game
import "thehouseoficarus/internal/object"
// resolveObjectDef returns the ObjectDef for a room object instance. File
// objects (the common case) resolve through the cached object store with no
// disk I/O on a hit, and a store miss is just a map lookup; only local objects
// — which never live in the store — fall through to a freshly-read room, so
// they keep live-edit semantics without slowing file-object lookups. defID is
// the ObjState DefID (a normalized name for local objects, a file id
// otherwise).
//
// Use this from display or generic-handling sites. Sites that look up a
// specific interactable behavior (gather/use-station/safespot/steal/etc.) may
// call ObjectStore.Load directly: local objects are guaranteed non-interactable
// and simply fall through those sites' existing error guards.
func (g *Game) resolveObjectDef(roomID int, defID string) (*object.ObjectDef, bool, error) {
def, err := g.ObjectStore.Load(defID)
if err == nil {
if room, rerr := g.World.LoadRoom(roomID); rerr == nil {
for i := range room.Objects {
ro := &room.Objects[i]
if ro.Local == nil && ro.ID == defID && ro.HiddenOverride {
copy := *def
copy.Hidden = true
return ©, false, nil
}
}
}
return def, false, nil
}
if room, rerr := g.World.LoadRoom(roomID); rerr == nil {
for i := range room.Objects {
ro := &room.Objects[i]
if ro.Local != nil && ro.ID == defID {
d := *ro.Local
d.ID = defID
return &d, true, nil
}
}
}
return nil, false, err
}
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