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package game
import (
"sync"
"thehouseoficarus/internal/item"
"thehouseoficarus/internal/player"
)
type CraftIndex struct {
mu sync.RWMutex
byType map[string][]*item.ItemDef
bySubtype map[string][]*item.ItemDef
byInput map[string][]*item.ItemDef
byStation map[string][]*item.ItemDef
}
func NewCraftIndex() *CraftIndex {
return &CraftIndex{
byType: make(map[string][]*item.ItemDef),
bySubtype: make(map[string][]*item.ItemDef),
byInput: make(map[string][]*item.ItemDef),
byStation: make(map[string][]*item.ItemDef),
}
}
func (idx *CraftIndex) Build(items []*item.ItemDef) {
idx.mu.Lock()
defer idx.mu.Unlock()
idx.byType = make(map[string][]*item.ItemDef)
idx.bySubtype = make(map[string][]*item.ItemDef)
idx.byInput = make(map[string][]*item.ItemDef)
idx.byStation = make(map[string][]*item.ItemDef)
for _, def := range items {
if len(def.Craft) == 0 {
continue
}
for ci := range def.Craft {
craft := &def.Craft[ci]
t := craft.Type
if t == "" {
t = "combine"
}
idx.byType[t] = appendUnique(idx.byType[t], def)
if craft.Subtype != "" {
idx.bySubtype[craft.Subtype] = appendUnique(idx.bySubtype[craft.Subtype], def)
}
for _, e := range craft.Ingredients {
for _, id := range e.Items {
idx.byInput[id] = appendUnique(idx.byInput[id], def)
}
}
for _, sid := range craft.Station {
idx.byStation[sid] = appendUnique(idx.byStation[sid], def)
}
}
}
}
func appendUnique(items []*item.ItemDef, item *item.ItemDef) []*item.ItemDef {
for _, existing := range items {
if existing == item {
return items
}
}
return append(items, item)
}
func (idx *CraftIndex) ByType(craftType string) []*item.ItemDef {
idx.mu.RLock()
defer idx.mu.RUnlock()
items := idx.byType[craftType]
out := make([]*item.ItemDef, len(items))
copy(out, items)
return out
}
func (idx *CraftIndex) BySubtype(subtype string) []*item.ItemDef {
idx.mu.RLock()
defer idx.mu.RUnlock()
items := idx.bySubtype[subtype]
out := make([]*item.ItemDef, len(items))
copy(out, items)
return out
}
func (idx *CraftIndex) ByStation(stationDefID string) []*item.ItemDef {
idx.mu.RLock()
defer idx.mu.RUnlock()
items := idx.byStation[stationDefID]
out := make([]*item.ItemDef, len(items))
copy(out, items)
return out
}
func (idx *CraftIndex) ByInput(itemID string) []*item.ItemDef {
idx.mu.RLock()
defer idx.mu.RUnlock()
items := idx.byInput[itemID]
out := make([]*item.ItemDef, len(items))
copy(out, items)
return out
}
func (idx *CraftIndex) FindByTwoInputs(itemA, itemB string) []*item.ItemDef {
idx.mu.RLock()
defer idx.mu.RUnlock()
candidatesA := idx.byInput[itemA]
if len(candidatesA) == 0 {
return nil
}
candidateSetB := make(map[string]bool)
for _, def := range idx.byInput[itemB] {
candidateSetB[def.ID] = true
}
var results []*item.ItemDef
for _, def := range candidatesA {
if !candidateSetB[def.ID] {
continue
}
for _, craft := range def.Craft {
entryA := craftEntry(craft, itemA)
entryB := craftEntry(craft, itemB)
if entryA >= 0 && entryB >= 0 && entryA != entryB {
results = append(results, def)
break
}
}
}
return results
}
func (idx *CraftIndex) FindByStationInput(stationDefID, itemID string) []*item.ItemDef {
idx.mu.RLock()
defer idx.mu.RUnlock()
var results []*item.ItemDef
for _, def := range idx.byStation[stationDefID] {
for _, craft := range def.Craft {
if craftMatchesEntry(&craft, itemID) {
results = append(results, def)
break
}
}
}
return results
}
func craftEntry(craft item.CraftDef, itemID string) int {
for ei, e := range craft.Ingredients {
for _, id := range e.Items {
if id == itemID {
return ei
}
}
}
return -1
}
func craftMatchesEntry(c *item.CraftDef, itemID string) bool {
if c == nil {
return false
}
for _, e := range c.Ingredients {
for _, id := range e.Items {
if id == itemID {
return true
}
}
}
return false
}
// craftHasAllItems reports whether every ingredient entry can be satisfied:
// one listed alternative covering the entry's full quantity (not merely one
// of each item being present — a recipe needing 15 feathers is not offered
// on 1). Resolves through craftIngredientSource so availability checks can
// never disagree with consumption.
func craftHasAllItems(c *item.CraftDef, countItem func(string) int) bool {
return craftHasAllItemsQty(c, countItem)
}
// craftIngredientSource resolves one ingredient entry: the FIRST listed
// alternative the player holds in the entry's full (normalized) quantity,
// plus that quantity. Availability checks and consumption both resolve
// through this helper so they always pick the same alternative — an entry
// listing several alternatives (e.g. bucket or jug of water) consumes the
// one the check verified, never a partially-stocked other one.
// Returns "" when no alternative covers the quantity.
func craftIngredientSource(e *item.IngredientEntry, countItem func(string) int) (string, int) {
qty := e.Quantity
if qty <= 0 {
qty = 1
}
for _, id := range e.Items {
if countItem(id) >= qty {
return id, qty
}
}
return "", qty
}
func craftHasAllItemsQty(c *item.CraftDef, countItem func(string) int) bool {
return planIngredients(c, countItem) != nil
}
// consumption is one planned ingredient removal: the alternative chosen
// for an entry and the quantity to remove of it.
type consumption struct {
id string
qty int
}
// planIngredients resolves every ingredient entry against the player's
// stock, reserving quantities ACROSS entries: two entries listing the same
// item (e.g. two one-ore entries) cannot both consume the same single ore.
// Availability checks and consumption both plan through this helper so
// they always agree; returns nil when any entry cannot be satisfied from
// the stock remaining after earlier entries' reservations.
func planIngredients(c *item.CraftDef, countItem func(string) int) []consumption {
if c == nil {
return nil
}
reserved := make(map[string]int, len(c.Ingredients))
plan := make([]consumption, 0, len(c.Ingredients))
for i := range c.Ingredients {
e := &c.Ingredients[i]
qty := e.Quantity
if qty <= 0 {
qty = 1
}
chosen := ""
for _, id := range e.Items {
if countItem(id)-reserved[id] >= qty {
chosen = id
break
}
}
if chosen == "" {
return nil
}
reserved[chosen] += qty
plan = append(plan, consumption{id: chosen, qty: qty})
}
return plan
}
// consumeIngredients removes one batch of every ingredient entry. Each
// entry consumes the same alternative the availability checks verify, and
// consumption is all-or-nothing: nothing is removed unless every entry can
// be satisfied from the aggregate stock, so a craft can never partially
// consume an ingredient or double-count shared stock. Callers that already
// ran a craftHasAllItems* check cannot see a false return; it guards
// callers whose own pre-check is weaker. Callers that check the result
// must abort the craft without producing output.
func consumeIngredients(c *item.CraftDef, countItem func(string) int, removeItem func(string, int) bool) bool {
plan := planIngredients(c, countItem)
if plan == nil {
return false
}
for _, s := range plan {
removeItem(s.id, s.qty)
}
return true
}
// craftOutputFits reports whether outputQty of an item can be placed into
// the inventory right now: merged into an existing stack for stackable
// definitions, otherwise a free slot. Crafters must check BEFORE consuming
// ingredients so a full inventory can never destroy materials without
// producing the output.
func craftOutputFits(p *player.Player, itemID string, outDef *item.ItemDef) bool {
if outDef != nil && outDef.Stackable {
for i := 0; i < 28; i++ {
if slot := p.InvSlot(i); slot != nil && slot.ItemID == itemID {
return true
}
}
}
return p.FirstFreeSlot() != -1
}
// placeCraftOutput puts outputQty of an item into the inventory, merging
// into an existing stack for stackable definitions. Returns false only
// when nothing fits — callers should have verified craftOutputFits first
// (consumption cannot free fewer slots than the check saw on the owner
// goroutine, so a false return is defensive).
func placeCraftOutput(p *player.Player, itemID string, outDef *item.ItemDef, outputQty int) bool {
if outDef != nil && outDef.Stackable {
for i := 0; i < 28; i++ {
if slot := p.InvSlot(i); slot != nil && slot.ItemID == itemID {
slot.Quantity += outputQty
return true
}
}
}
freeSlot := p.FirstFreeSlot()
if freeSlot == -1 {
return false
}
p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: itemID, Quantity: outputQty})
return true
}
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