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

import (
	"fmt"
	"os"
	"strings"

	"thirdcollapse/internal/net"
	"thirdcollapse/internal/player"
)

func (g *Game) handleAccountName(sess *net.Session, input string) {
	name := strings.TrimSpace(input)
	if name == "" {
		sess.Write("Account name: ")
		return
	}
	actualName, err := g.AccountStore.FindAccount(name)
	if err == nil {
		sess.Account = &net.AccountEntry{Name: actualName}
		sess.State = net.StatePassword
		sess.Conn.SetEcho(false)
		sess.Write("Password: ")
	} else {
		if verr := player.ValidName(name); verr != nil {
			sess.WriteLine(verr.Error())
			sess.Write("Account name: ")
			return
		}
		sess.Account = &net.AccountEntry{Name: name}
		sess.State = net.StateNewAccountPass
		sess.Conn.SetEcho(false)
		sess.WriteLine("\r\nOh, a new visitor to this rock!")
		sess.Write("Choose password: ")
	}
}

func (g *Game) handlePassword(sess *net.Session, input string) {
	if input == "" {
		sess.Write("Password: ")
		return
	}
	if len(input) > 128 {
		sess.Conn.SetEcho(true)
		sess.WriteLine("Wrong password.")
		sess.State = net.StateAccountName
		sess.Write("Account name: ")
		return
	}
	acc, err := g.AccountStore.LoadAccount(sess.Account.Name)
	if err != nil {
		sess.Conn.SetEcho(true)
		sess.WriteLine("Error loading account.")
		sess.State = net.StateAccountName
		sess.Write("Account name: ")
		return
	}
	if !player.CheckPassword(input, acc.PasswordHash) {
		sess.Conn.SetEcho(true)
		sess.WriteLine("Wrong password.")
		sess.State = net.StateAccountName
		sess.Write("Account name: ")
		return
	}
	sess.Conn.SetEcho(true)
	sess.Account = &net.AccountEntry{
		Name:         acc.Name,
		PasswordHash: acc.PasswordHash,
		Characters:   acc.Characters,
		Aliases:      acc.Aliases,
	}
	if sess.Account.Aliases == nil {
		sess.Account.Aliases = make(map[string]string)
	}
	g.showMenu(sess)
}

func (g *Game) handleNewAccountPass(sess *net.Session, input string) {
	input = strings.TrimSpace(input)
	if input == "" {
		sess.Conn.SetEcho(true)
		sess.Account = nil
		sess.State = net.StateAccountName
		sess.Write("Account name: ")
		return
	}
	if verr := player.ValidPassword(input); verr != nil {
		sess.WriteLine(verr.Error())
		sess.Write("Choose password: ")
		return
	}
	sess.PendingPass = input
	sess.State = net.StateNewAccountConfirm
	sess.Write("Confirm password: ")
}

func (g *Game) handleNewAccountConfirm(sess *net.Session, input string) {
	input = strings.TrimSpace(input)
	if input == "" {
		sess.Conn.SetEcho(true)
		sess.Account = nil
		sess.State = net.StateAccountName
		sess.Write("Account name: ")
		return
	}
	if input != sess.PendingPass {
		sess.Conn.SetEcho(true)
		sess.WriteLine("Passwords do not match.")
		sess.Account = nil
		sess.State = net.StateAccountName
		sess.Write("Account name: ")
		return
	}

	hash, err := player.HashPassword(input)
	if err != nil {
		sess.Conn.SetEcho(true)
		sess.WriteLine(fmt.Sprintf("Error creating account: %v", err))
		sess.Account = nil
		sess.State = net.StateAccountName
		sess.Write("Account name: ")
		return
	}

	acc := &player.Account{
		Name:         sess.Account.Name,
		PasswordHash: hash,
	}
	if err := g.AccountStore.SaveAccount(acc); err != nil {
		sess.Conn.SetEcho(true)
		sess.WriteLine(fmt.Sprintf("Error creating account: %v", err))
		sess.Account = nil
		sess.State = net.StateAccountName
		sess.Write("Account name: ")
		return
	}

	sess.Conn.SetEcho(true)
	sess.Account = &net.AccountEntry{
		Name:         acc.Name,
		PasswordHash: acc.PasswordHash,
		Aliases:      make(map[string]string),
	}
	sess.PendingPass = ""
	g.showMenu(sess)
}

func (g *Game) showMenu(sess *net.Session) {
	sess.State = net.StateMenu
	lines := []string{
		"",
		fmt.Sprintf("Welcome back to Gaia 04, %s.", sess.Account.Name),
		"",
	}
	if len(sess.Account.Characters) > 0 {
		lines = append(lines,
			"   (C)onnect character to TC",
			"",
			"   (L)ist characters",
			"   (R)ename character",
			"   (D)elete character",
		)
	}
	lines = append(lines,
		"   (N)ew character",
		"   (P)urge account",
		"   (A)ccount rename",
		"   (Q)uit",
		"",
		"> ",
	)
	sess.WriteLines(lines...)
}

func (g *Game) handleMenu(sess *net.Session, input string) {
	switch strings.ToLower(strings.TrimSpace(input)) {
	case "":
		sess.Write("> ")
	case "c":
		if len(sess.Account.Characters) == 0 {
			sess.WriteLine("\nHey, make a character with 'N' first!")
			sess.Write("\n> ")
			return
		}
		if len(sess.Account.Characters) == 1 {
			g.connectCharacter(sess, sess.Account.Characters[0])
			return
		}
		sess.WriteLine("\nSelect character:")
		for i, name := range sess.Account.Characters {
			sess.WriteLine(fmt.Sprintf("  %d) %s", i+1, name))
		}
		sess.State = net.StateNewCharName
		sess.PendingChar = "connect"
		sess.Write("\n> ")

	case "l":
		if len(sess.Account.Characters) == 0 {
			sess.WriteLine("\nYou don't have any characters! Make one with 'N'!")
		} else {
			sess.WriteLine("\nCharacters:")
			for _, name := range sess.Account.Characters {
				sess.WriteLine(fmt.Sprintf("  - %s", name))
			}
		}
		sess.Write("\n> ")

	case "n":
		sess.State = net.StateNewCharName
		sess.PendingChar = ""
		sess.Write("What's your character name?: ")

	case "a":
		sess.State = net.StateRenameAccount
		sess.Write("New account name: ")

	case "r":
		if len(sess.Account.Characters) == 0 {
			sess.WriteLine("\nRename who? You don't have any characters!")
			sess.Write("\n> ")
			return
		}
		if len(sess.Account.Characters) == 1 {
			sess.PendingChar = sess.Account.Characters[0]
			sess.State = net.StateRenameCharName
			sess.WriteLine(fmt.Sprintf("\nRenaming %s.", sess.PendingChar))
			sess.Write("New name: ")
			return
		}
		sess.State = net.StateRenameChar
		sess.WriteLine("\nRename which character?")
		for i, name := range sess.Account.Characters {
			sess.WriteLine(fmt.Sprintf("  %d) %s", i+1, name))
		}
		sess.Write("\n> ")

	case "d":
		if len(sess.Account.Characters) == 0 {
			sess.WriteLine("\nNo characters to delete.")
			sess.Write("\n> ")
			return
		}
		if len(sess.Account.Characters) == 1 {
			sess.PendingChar = sess.Account.Characters[0]
		} else {
			sess.State = net.StateDeleteChar
			sess.WriteLine("\nDelete which character?")
			for i, name := range sess.Account.Characters {
				sess.WriteLine(fmt.Sprintf("  %d) %s", i+1, name))
			}
			sess.Write("\n> ")
			return
		}
		g.showDeleteConfirm(sess)

	case "p":
		sess.State = net.StatePurgeAccount
		sess.WriteLine(fmt.Sprintf("\nPurge account %s and all characters?\nTo be clear you are about to PERMANENTLY DELETE EVERYTHING!\nType PURGE %s to confirm, or anything else to cancel.", sess.Account.Name, sess.Account.Name))
		sess.Write("\n> ")

	case "q":
		sess.WriteLine("Later.")
		sess.Close()
		return

	default:
		sess.Write("> ")
	}
}

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 := parseIndex(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()

	g.World.SeedGroundItems(p.RoomID)
	g.seedRoomMobs(p.RoomID)
	g.ensureRoomObjects(p.RoomID)

	if g.Hub != nil {
		g.Hub.EnterRoom(sess, p.RoomID)
	}

	g.doLook(sess)
	sess.Write("\r\n> ")
}

func (g *Game) handleRenameAccount(sess *net.Session, input string) {
	newName := strings.TrimSpace(input)
	if newName == "" {
		sess.Write("New account name: ")
		return
	}
	if verr := player.ValidName(newName); verr != nil {
		sess.WriteLine(verr.Error())
		sess.Write("New account name: ")
		return
	}
	oldName := sess.Account.Name
	if newName == oldName {
		sess.WriteLine("That's already your account name.")
		g.showMenu(sess)
		return
	}
	if g.AccountStore.AccountExists(newName) {
		sess.WriteLine("An account with that name already exists.")
		sess.Write("New account name: ")
		return
	}

	oldPath := g.AccountStore.AccountPath(oldName)
	newPath := g.AccountStore.AccountPath(newName)
	if err := os.Rename(oldPath, newPath); err != nil {
		sess.WriteLine(fmt.Sprintf("Error renaming account: %v", err))
		g.showMenu(sess)
		return
	}

	sess.Account.Name = newName
	sess.WriteLine(fmt.Sprintf("Account renamed to %s.", newName))
	g.showMenu(sess)
}

func (g *Game) handleRenameChar(sess *net.Session, input string) {
	name := strings.TrimSpace(input)
	if idx, err := parseIndex(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 := parseIndex(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)
}

func (g *Game) handlePurgeAccount(sess *net.Session, input string) {
	input = strings.TrimSpace(input)
	expected := "PURGE " + sess.Account.Name
	if strings.ToUpper(input) != strings.ToUpper(expected) {
		sess.WriteLine("Purge cancelled.")
		g.showMenu(sess)
		return
	}

	for _, name := range sess.Account.Characters {
		os.Remove(g.AccountStore.CharPath(name))
	}

	os.Remove(g.AccountStore.AccountPath(sess.Account.Name))

	sess.WriteLine(fmt.Sprintf("Account %s has been purged. Thanks for playing.", sess.Account.Name))
	sess.Close()
}