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package game
import (
"fmt"
"strings"
"sync"
"thirdcollapse/internal/action"
"thirdcollapse/internal/engine"
"thirdcollapse/internal/net"
"thirdcollapse/internal/object"
"thirdcollapse/internal/player"
"thirdcollapse/internal/world"
)
type Game struct {
World *world.World
ObjectStore *object.ObjectStore
ItemStore *object.ItemStore
AccountStore *player.AccountStore
MobStore *world.MobStore
BehaviorStore *action.Store
Hub *net.Hub
Ticks *engine.Engine
WorldFlags map[string]any
dataDir string
restTimers map[string]uint64
charsMu sync.Mutex
loggedInChars map[string]*net.Session
combatPadWidth int
}
func New(dataDir string) *Game {
return &Game{
World: world.New(dataDir),
ObjectStore: object.NewObjectStore(dataDir),
ItemStore: object.NewItemStore(dataDir),
AccountStore: player.NewAccountStore(dataDir),
MobStore: world.NewMobStore(dataDir),
BehaviorStore: action.NewStore(dataDir),
Ticks: engine.New(),
WorldFlags: make(map[string]any),
dataDir: dataDir,
restTimers: make(map[string]uint64),
loggedInChars: make(map[string]*net.Session),
}
}
func (g *Game) SetHub(hub *net.Hub) {
g.Hub = hub
hub.OnRemove(func(sess *net.Session) {
if p, ok := sess.Player.(*player.Player); ok {
g.charsMu.Lock()
delete(g.loggedInChars, p.Name)
g.charsMu.Unlock()
}
})
}
func (g *Game) HandleSession(sess *net.Session, input string) {
switch sess.State {
case net.StateAccountName:
g.handleAccountName(sess, input)
case net.StatePassword:
g.handlePassword(sess, input)
case net.StateNewAccountPass:
g.handleNewAccountPass(sess, input)
case net.StateNewAccountConfirm:
g.handleNewAccountConfirm(sess, input)
case net.StateMenu:
g.handleMenu(sess, input)
case net.StateNewCharName:
g.handleNewCharName(sess, input)
case net.StateRenameAccount:
g.handleRenameAccount(sess, input)
case net.StateRenameChar:
g.handleRenameChar(sess, input)
case net.StateRenameCharName:
g.handleRenameCharName(sess, input)
case net.StateDeleteChar:
g.handleDeleteChar(sess, input)
case net.StatePurgeAccount:
g.handlePurgeAccount(sess, input)
case net.StateGame:
g.handleGameCommand(sess, input)
case net.StateChangeDescription:
g.handleDescriptionChange(sess, input)
case net.StateTalk:
g.handleTalkInput(sess, input)
case net.StateDropAllConfirm:
g.handleDropAllConfirm(sess, input)
}
}
func (g *Game) handleGameCommand(sess *net.Session, input string) {
if input == "" {
sess.Write("> ")
return
}
if p, ok := sess.Player.(*player.Player); ok {
g.cancelRest(p.Name)
}
if sess.Account != nil && sess.Account.Aliases != nil {
firstSpace := strings.Index(input, " ")
var firstWord, rest string
if firstSpace > 0 {
firstWord = input[:firstSpace]
rest = strings.TrimLeft(input[firstSpace:], " ")
} else {
firstWord = input
}
if expansion, ok := sess.Account.Aliases[strings.ToLower(firstWord)]; ok {
if rest != "" {
input = expansion + " " + rest
} else {
input = expansion
}
}
}
parts := strings.Fields(strings.ToLower(input))
cmd := parts[0]
args := parts[1:]
switch cmd {
case "get", "take", "grab", "pick":
if len(args) == 0 {
sess.WriteLine("Get what?")
} else if args[0] == "all" {
g.doGetAll(sess)
} else {
g.doGet(sess, strings.Join(args, " "))
}
case "drop":
if len(args) == 0 {
sess.WriteLine("Drop what?")
} else {
g.doDrop(sess, strings.Join(args, " "))
}
case "attack", "kill":
if len(args) == 0 {
sess.WriteLine("Attack what?")
} else {
g.doAttack(sess, strings.Join(args, " "))
return
}
case "style":
if len(args) == 0 {
g.doStyle(sess, "")
} else {
g.doStyle(sess, args[0])
}
case "look", "l":
if len(args) == 0 {
g.doLook(sess)
} else {
g.doLookTarget(sess, strings.Join(args, " "))
}
case "north", "n", "south", "s", "east", "e", "west", "w", "up", "u", "down", "d":
g.doMove(sess, cmd)
case "say":
if len(args) == 0 {
sess.WriteLine("Say what?")
} else {
msgStart := strings.Index(strings.ToLower(input), "say ") + 4
if msgStart >= 4 && msgStart < len(input) {
g.doSay(sess, input[msgStart:])
} else {
g.doSay(sess, strings.Join(args, " "))
}
}
case "sc", "score":
g.doScore(sess)
case "i", "inv", "inventory":
g.doInventory(sess)
case "eq", "equipment":
g.doEquipment(sess)
case "quit":
g.doQuit(sess)
return
case "description", "desc":
g.doDescription(sess)
case "toggle":
g.doToggle(sess, strings.Join(args, " "))
case "exits":
g.doExits(sess)
case "ticktest":
g.doTickTest(sess)
case "help":
if len(args) == 0 {
g.doHelp(sess, "")
} else {
g.doHelp(sess, strings.Join(args, " "))
}
case "mine", "chop", "fish", "use", "pull", "push":
if len(args) == 0 {
sess.WriteLine(fmt.Sprintf("%s what?", cmd))
} else {
g.StartAction(sess, cmd, strings.Join(args, " "))
return
}
case "talk", "speak", "ask":
if len(args) == 0 {
sess.WriteLine("Talk to whom?")
} else {
g.StartAction(sess, "talk", strings.Join(args, " "))
return
}
case "alias":
g.doAlias(sess, args)
return
case "unalias":
g.doUnalias(sess, args)
return
default:
sess.WriteLine("Unknown command.")
}
sess.Write("\r\n> ")
}
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