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

import "sync"

// FlagStore holds world flags — shared mutable state visible to all players
// (e.g. opened doors, quest state). Player-specific flags live on
// *player.Player.Flags instead. FlagStore is safe for concurrent use.
type FlagStore struct {
	mu    sync.Mutex
	flags map[string]any
}

func NewFlagStore() *FlagStore {
	return &FlagStore{flags: make(map[string]any)}
}

func (f *FlagStore) Get(name string) (any, bool) {
	f.mu.Lock()
	defer f.mu.Unlock()
	v, ok := f.flags[name]
	return v, ok
}

func (f *FlagStore) Set(name string, value any) {
	f.mu.Lock()
	defer f.mu.Unlock()
	f.flags[name] = value
}

func (f *FlagStore) SetAll(m map[string]any) {
	f.mu.Lock()
	defer f.mu.Unlock()
	for k, v := range m {
		f.flags[k] = v
	}
}

func (f *FlagStore) Delete(name string) {
	f.mu.Lock()
	defer f.mu.Unlock()
	delete(f.flags, name)
}