aboutsummaryrefslogtreecommitdiff
path: root/internal/game/look_room.go
blob: 887bb1d1937bc277cf46b8ff7fce53b8dd59566f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
package game

import (
	"fmt"

	"thehouseoficarus/internal/color"
	"thehouseoficarus/internal/net"
	"thehouseoficarus/internal/object"
	"thehouseoficarus/internal/player"
	"thehouseoficarus/internal/world"
)

func (g *Game) showRoomName(sess *net.Session, p *player.Player, room *world.Room) {
	title := fmt.Sprintf("%s (%s)", g.colorize(sess, "room_name", room.Name), g.colorize(sess, "room_number", fmt.Sprintf("#%d", room.ID)))
	if bracket := g.roomSymbolBracket(sess, p, room); bracket != "" {
		title += " " + bracket
	}
	sess.WriteLines("", title)
}

// roomSymbolBracket renders a dim-bracketed colored symbol (e.g. "[D]") when the
// player has set a custom symbol for this room, else "".
func (g *Game) roomSymbolBracket(sess *net.Session, p *player.Player, room *world.Room) string {
	if p == nil {
		return ""
	}
	if _, ok := p.MapSymbols[room.ID]; !ok {
		return ""
	}
	ch, spec := roomMapSymbol(g, sess, room.ID, false)
	mode := g.colorMode(sess)
	dimSpec := g.resolveColor(sess, "dim")
	return color.Render(mode, dimSpec, "[") +
		color.Render(mode, spec, string(ch)) +
		color.Render(mode, dimSpec, "]")
}

func (g *Game) showRoomDescription(sess *net.Session, p *player.Player, room *world.Room, descWidth int) []string {
	if descWidth <= 0 {
		descWidth = 70
	}
	rawLines := wrapText(g.roomDescription(sess, room), descWidth)
	mode := g.colorMode(sess)
	roomDescSpec := g.resolveColor(sess, "room_desc")
	lines := make([]string, len(rawLines))
	for i, l := range rawLines {
		lines[i] = color.ExpandTagsDefault(mode, roomDescSpec, l)
	}
	return lines
}

// roomDescription resolves the room's effective description for this player,
// picking the first conditional variant whose condition passes.
func (g *Game) roomDescription(sess *net.Session, room *world.Room) string {
	for _, d := range room.Description {
		if d.Condition == nil || g.checkCondition(sess, d.Condition) {
			return d.Text
		}
	}
	return ""
}

// resolveObjDesc resolves the description an object shows to this player.
// The first variant whose condition passes wins; if none pass the object is
// reported as not present (false), so look falls through as if it were not there.
func (g *Game) resolveObjDesc(sess *net.Session, def *object.ObjectDef) (string, bool) {
	for _, d := range def.Description {
		if d.Condition == nil || g.checkCondition(sess, d.Condition) {
			return d.Text, true
		}
	}
	return "", false
}

func (g *Game) showRoomExits(sess *net.Session, p *player.Player, room *world.Room) {
	if len(room.Exits) > 0 {
		sess.WriteLine("")
		if p.OptionBool("exits") {
			sess.WriteLine("Exits:")
			type exitLine struct {
				dir        string
				targetName string
			}
			var lines []exitLine
			maxDirLen := 0
		for _, dir := range world.ExitOrder {
			exitDef, ok := room.Exits[dir]
			if !ok {
				continue
			}
		if exitDef.Hidden && !p.GodMode {
			continue
		}
		coloredDir := g.colorize(sess, "exit_direction", string(dir))
			targetRoom, err := g.World.LoadRoom(exitDef.Room)
			targetName := g.colorize(sess, "room_number", fmt.Sprintf("#%d", exitDef.Room))
			if err == nil {
				targetName = g.colorize(sess, "exit_name", targetRoom.Name)
			}
			if exitDef.Condition != nil && !g.checkCondition(sess, exitDef.Condition) {
				targetName += " (blocked)"
			}
			if exitDef.Hidden {
				targetName += " (hidden)"
			}
			lines = append(lines, exitLine{coloredDir, targetName})
			if visibleLen(coloredDir) > maxDirLen {
				maxDirLen = visibleLen(coloredDir)
			}
			}
			for _, l := range lines {
				pad := maxDirLen + (len(l.dir) - visibleLen(l.dir))
				sess.WriteLine(fmt.Sprintf("  %-*s - %s", pad, l.dir, l.targetName))
			}
		} else {
			sess.Write("Exits: ")
			first := true
			for _, dir := range world.ExitOrder {
				exitDef, ok := room.Exits[dir]
			if !ok || (exitDef.Hidden && !p.GodMode) {
				continue
			}
				if !first {
					sess.Write(", ")
				}
				sess.Write(g.colorize(sess, "exit_direction", string(dir)))
				first = false
			}
			sess.WriteLine("")
		}
	}
}