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|
package game
import (
"fmt"
"sort"
"strings"
"sync"
"time"
"thehouseoficarus/internal/casino"
"thehouseoficarus/internal/combat"
"thehouseoficarus/internal/config"
"thehouseoficarus/internal/engine"
"thehouseoficarus/internal/game/hacking"
"thehouseoficarus/internal/item"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/object"
"thehouseoficarus/internal/player"
"thehouseoficarus/internal/world"
)
type CommandClass int
const (
ClassInstant CommandClass = iota
ClassFree
ClassActive
ClassUnknown
)
// Deps holds the long-lived data stores and engines a Game depends on. They are
// constructed once at startup and never replaced. Deps is embedded in Game, so
// game code accesses them directly (e.g. g.World, g.ItemStore).
type Deps struct {
World *world.World
ObjectStore *object.ObjectStore
ItemStore *item.ItemStore
AccountStore *player.AccountStore
MobStore *world.MobStore
CraftIndex *CraftIndex
CourseStore *CourseStore
Ticks *engine.Engine
ColorConfig *config.ColorsConfig
ConstantColorConfig *config.ColorsConfig
DataDir string
}
// Game is the central orchestrator: it owns the data stores (via the embedded
// Deps), the shared mutable game state (global flags, combat tracker, command queue,
// safespots), and the per-session runtime bookkeeping.
type Game struct {
Deps
Hub *net.Hub
GlobalFlags *GlobalFlagStore
Combat *combat.Tracker
Casino *casino.Manager
flagIndex *flagTriggerIndex
queue *CommandQueue
safespot *SafespotManager
ValidationConfig config.ValidationConfig
StartingRoom int
// Per-tick / per-session runtime bookkeeping.
charsMu sync.Mutex
loggedInChars map[string]*net.Session
restTimers map[string]uint64
guardWatchTimers map[string]int
hackingStates map[string]*hacking.Session
pendingDepletions []pendingDepletion
farmTickCounter int
seqMu sync.Mutex
sequences map[string]*sequence
globalSeqs []*sequence
shutdownCancel chan struct{}
shutdownActive bool
shutdownMu sync.Mutex
}
func New(dataDir string, colorConfig *config.ColorsConfig, constantColorConfig *config.ColorsConfig, valConfig config.ValidationConfig, startingRoom int) *Game {
g := &Game{
Deps: Deps{
World: world.New(dataDir),
ObjectStore: object.NewObjectStore(dataDir),
ItemStore: item.NewItemStore(dataDir),
AccountStore: player.NewAccountStore(dataDir),
MobStore: world.NewMobStore(dataDir),
CraftIndex: NewCraftIndex(),
CourseStore: NewCourseStore(dataDir),
Ticks: engine.New(),
ColorConfig: colorConfig,
ConstantColorConfig: constantColorConfig,
DataDir: dataDir,
},
GlobalFlags: NewGlobalFlagStore(),
Combat: combat.NewTracker(),
Casino: casino.NewManager(time.Now().UnixNano()),
flagIndex: newFlagTriggerIndex(),
queue: NewCommandQueue(),
safespot: NewSafespotManager(),
ValidationConfig: valConfig,
StartingRoom: startingRoom,
loggedInChars: make(map[string]*net.Session),
restTimers: make(map[string]uint64),
guardWatchTimers: make(map[string]int),
hackingStates: make(map[string]*hacking.Session),
sequences: make(map[string]*sequence),
}
g.CourseStore.SetWorld(g.World)
g.CourseStore.LoadAll()
g.LoadMods()
g.LoadTechs()
g.buildCraftIndex()
g.loadAllFlagTriggers()
g.ValidateAndLog()
return g
}
func (g *Game) SetHub(hub *net.Hub) {
g.Hub = hub
hub.OnRemove(func(sess *net.Session) {
if p := sess.Player; p != nil {
g.restoreGodPlayer(p)
g.persistLockedOnDisconnect(p)
g.AccountStore.SaveCharacter(p)
p.DeactivateAllTechs()
g.charsMu.Lock()
delete(g.loggedInChars, p.Name)
g.charsMu.Unlock()
delete(g.hackingStates, p.Name)
if ss, ok := g.safespot.Get(p.Name); ok {
g.forceLeaveSafespot(sess, p, &ss, "")
}
}
})
hub.OnDisconnect(func(sess *net.Session) {
if sess.Player != nil {
g.emitCasinoEvents(g.Casino.MarkDisconnected(sess.Player.Name))
}
})
g.GlobalFlags.OnChange(func(name string, value any) {
g.fireGlobalFlagTriggers(name, value)
})
}
func (g *Game) HandleSession(sess *net.Session, input string) {
input = player.StripControlCharacters(input)
switch sess.State {
case net.StateAccountName:
g.handleAccountName(sess, input)
case net.StatePassword:
g.handlePassword(sess, input)
case net.StateNewAccountPass:
g.handleNewPass(sess, input)
case net.StateNewAccount:
g.handleNewAccount(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.StateChangeDesc:
g.handleDescChange(sess, input)
case net.StateTalk, net.StateTalkSequence:
g.handleTalkInput(sess, input)
case net.StateBank:
g.handleBankInput(sess, input)
case net.StateDropAllConfirm:
g.handleDropAll(sess, input)
case net.StateRecipeChoice:
g.handleRecipeChoice(sess, input)
case net.StateHowMany:
g.handleHowMany(sess, input)
case net.StateSmithProduct, net.StateFletchProduct, net.StateCraftProduct, net.StateProductChoice:
g.handleProductChoice(sess, input)
case net.StateColorChoice:
g.handleColorChoice(sess, input)
case net.StateHacking:
g.handleHackingInput(sess, input)
case net.StateDangerConfirm:
g.handleDangerConfirm(sess, input)
case net.StateUndigConfirm:
g.handleUndigConfirm(sess, input)
}
}
func (g *Game) writePrompt(sess *net.Session) {
sess.WritePrompt(g.promptStr(sess))
}
func (g *Game) reprompt(sess *net.Session) {
sess.Reprompt(g.promptStr(sess))
}
func (g *Game) handleGameCommand(sess *net.Session, input string) {
if input == "" {
g.reprompt(sess)
return
}
if sess.Player.OptionString("prompt_break") == "off" {
sess.ClearPrompt()
}
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]
if len(parts) == 1 {
switch cmd {
case "equip", "eq", "equipment", "wear", "wield":
g.doEquipment(sess)
g.writePrompt(sess)
return
}
}
class := classifyCommand(cmd)
if class == ClassInstant {
g.executeCommand(sess, cmd, parts[1:], input)
g.writePrompt(sess)
return
}
p := sess.Player
if p == nil {
return
}
if class == ClassFree {
g.queue.EnqueueFree(p.Name, QueuedCommand{
Session: sess,
Command: cmd,
Args: strings.Join(parts[1:], " "),
Timestamp: time.Now(),
})
if p.OptionBool("show_queued_cmds") {
sess.WriteLine(fmt.Sprintf("You prepare to %s.", cmd))
}
return
}
if class == ClassUnknown {
sess.WriteLine("Unknown command.")
g.writePrompt(sess)
return
}
g.queue.EnqueueActive(p.Name, QueuedCommand{
Session: sess,
Command: cmd,
Args: strings.Join(parts[1:], " "),
Timestamp: time.Now(),
})
g.cancelRest(p.Name)
if p.OptionBool("show_queued_cmds") {
sess.WriteLine(fmt.Sprintf("You prepare to %s.", cmd))
}
}
func (g *Game) ProcessQueuedCommands() {
if g.Hub == nil {
return
}
for _, sess := range g.Hub.AllSessions() {
p := sess.Player
if p == nil {
continue
}
cmds := g.queue.DrainFree(p.Name)
for _, qc := range cmds {
g.cancelRest(p.Name)
raw := qc.Command
if qc.Args != "" {
raw += " " + qc.Args
}
parts := strings.Fields(raw)
if len(parts) > 0 {
g.executeCommand(qc.Session, parts[0], parts[1:], raw)
}
if p.BackgroundAction == nil {
g.writePrompt(qc.Session)
}
}
if len(p.WalkSequence) > 0 {
g.advanceWalk(sess, p)
if len(p.WalkSequence) == 0 && p.MoveTicks == 0 {
g.writePrompt(sess)
}
}
}
actives := g.queue.DrainActive()
sort.Slice(actives, func(i, j int) bool {
return actives[i].Timestamp.Before(actives[j].Timestamp)
})
for _, qc := range actives {
raw := qc.Command
if qc.Args != "" {
raw += " " + qc.Args
}
parts := strings.Fields(raw)
p := qc.Session.Player
if p == nil {
continue
}
if p.MoveTicks > 0 {
p.ClearMoveState()
}
if len(parts) > 0 {
g.executeCommand(qc.Session, parts[0], parts[1:], raw)
}
ss, _ := g.safespot.Get(p.Name)
isHiding := ss.Active
isBusy := p.Action != nil || len(p.WalkSequence) > 0 || g.Combat.Get(p.Name) != nil || p.MoveTicks > 0 || isHiding
isCasinoSpin := g.Casino != nil && g.Casino.MachineBusy(p.Name)
_, isResting := g.restTimers[p.Name]
if !isResting && !isBusy && !isCasinoSpin && qc.Session.State == net.StateGame {
g.writePrompt(qc.Session)
}
}
g.flushPendingDepletions()
}
func (g *Game) buildCraftIndex() {
items, err := g.ItemStore.LoadAll()
if err != nil {
return
}
g.CraftIndex.Build(items)
}
type pendingDepletion struct {
instanceKey string
objDefID string
targetName string
playerNames []string
}
|