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package game
import (
"thehouseoficarus/internal/color"
"thehouseoficarus/internal/config"
"thehouseoficarus/internal/item"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/object"
)
func (g *Game) colorMode(sess *net.Session) string {
if p := sess.Player; p != nil {
return p.OptionString("color")
}
return "none"
}
func (g *Game) resolveColor(sess *net.Session, category string) color.ColorSpec {
if sess != nil && sess.Account != nil && sess.Account.Colors != nil {
if val, ok := sess.Account.Colors[category]; ok {
if val == "off" {
return color.NoColor()
}
if val != "" {
return color.Parse(val)
}
}
}
if g.ColorConfig != nil {
if val, ok := (*g.ColorConfig)[category]; ok && val != "" {
return color.Parse(val)
}
}
if val, ok := config.DefaultColors()[category]; ok && val != "" {
return color.Parse(val)
}
return color.NoColor()
}
func (g *Game) colorize(sess *net.Session, category, text string) string {
spec := g.resolveColor(sess, category)
return color.Render(g.colorMode(sess), spec, text)
}
// resolveConstant returns the live spec for a constant (player-invisible)
// color category. Unlike resolveColor, it never consults the account's
// per-player override map — constants are admin-tunable only — so players
// have no way to change them. Falls back through the file's constant_colors
// map, then to the built-in DefaultConstantColors.
func (g *Game) resolveConstant(sess *net.Session, category string) color.ColorSpec {
if g.ConstantColorConfig != nil {
if val, ok := (*g.ConstantColorConfig)[category]; ok && val != "" {
return color.Parse(val)
}
}
if val, ok := config.DefaultConstantColors()[category]; ok && val != "" {
return color.Parse(val)
}
return color.NoColor()
}
// colorizeConstant paints text with a constant color spec, bypassing the
// player override tier entirely.
func (g *Game) colorizeConstant(sess *net.Session, category, text string) string {
spec := g.resolveConstant(sess, category)
return color.Render(g.colorMode(sess), spec, text)
}
// levelColorSpec returns the color spec for the level-difference band shown
// next to mob/player levels (green/red/white by how far the target is from
// the viewer). Uses admin-tunable constant_colors; falls back to built-ins.
func (g *Game) levelColorSpec(sess *net.Session, myLevel, theirLevel int) color.ColorSpec {
diff := theirLevel - myLevel
var name string
switch {
case diff == 0:
name = "level_diff_equal"
case diff > 0 && diff < 5:
name = "level_diff_up_small"
case diff >= 5:
name = "level_diff_up_big"
case diff < 0 && diff > -5:
name = "level_diff_down_small"
default:
name = "level_diff_down_big"
}
return g.resolveConstant(sess, name)
}
func (g *Game) levelColorize(sess *net.Session, myLevel, theirLevel int, text string) string {
spec := g.levelColorSpec(sess, myLevel, theirLevel)
return color.Render(g.colorMode(sess), spec, text)
}
func (g *Game) objColorize(sess *net.Session, objDef *object.ObjectDef, text string) string {
if objDef != nil && objDef.Color != "" {
spec := color.Parse(objDef.Color)
return color.Render(g.colorMode(sess), spec, text)
}
return text
}
func (g *Game) itemColorize(sess *net.Session, itemDef *item.ItemDef, text string) string {
if itemDef != nil && itemDef.Color != "" {
spec := color.Parse(itemDef.Color)
return color.Render(g.colorMode(sess), spec, text)
}
return g.colorize(sess, "item", text)
}
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