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package game
import (
"fmt"
"os"
"path/filepath"
"strings"
"sync"
"gopkg.in/yaml.v3"
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/engine"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
// sequence is an in-flight scripted trigger sequence (one Trigger's Steps
// running over time). It is driven one step at a time by SequenceTick. Every
// trigger in the game — on_use, on_look, on_kill, on_enter, on_exit,
// on_traverse, on_flag_change, on_global_flag_change — produces a sequence.
type sequence struct {
sess *net.Session // nil for purely-global sequences
player *player.Player
playerName string
roomID int // reference room for broadcasts/spawn/teleport
steps []behavior.Step
wait int // ticks before the next step fires
scope effectScope // scopePlayer | scopeGlobal
flagVal any
key string // dedup key
locked bool // atomic + resumable on disconnect
roomLocked bool // skip steps whose player has left roomID
}
// verbSeqKey builds a dedup key for a verb-triggered sequence so two of the
// same verb can't run simultaneously for one player.
func verbSeqKey(p *player.Player, itemID string) string {
if p == nil {
return ""
}
if itemID != "" {
return p.Name + ":verb:" + itemID
}
return p.Name + ":verb"
}
// startSequence registers a sequence (deduped by key). If a sequence with the
// same key is already in flight for the player, the new one is dropped (no
// re-entrancy).
func (g *Game) startSequence(sess *net.Session, p *player.Player, steps []behavior.Step, roomID int, sc effectScope, flagVal any, locked, roomLocked bool, key string) {
if len(steps) == 0 && sess != nil {
return
}
seq := &sequence{
sess: sess,
player: p,
roomID: roomID,
steps: append([]behavior.Step(nil), steps...),
scope: sc,
flagVal: flagVal,
key: key,
locked: locked,
roomLocked: roomLocked,
}
if p != nil {
seq.playerName = p.Name
}
if len(steps) > 0 {
seq.wait = steps[0].Wait
}
g.seqMu.Lock()
if key != "" {
if _, exists := g.sequences[key]; exists {
g.seqMu.Unlock()
return
}
g.sequences[key] = seq
} else {
g.globalSeqs = append(g.globalSeqs, seq)
}
g.seqMu.Unlock()
if locked && p != nil {
p.PendingSequence = &player.PendingSequence{
Key: key,
RoomID: roomID,
Steps: append([]behavior.Step(nil), steps...),
Wait: seq.wait,
}
g.AccountStore.SaveCharacter(p)
}
}
// SequenceTick advances every in-flight sequence by one tick, draining
// consecutive zero-wait steps in a single tick (matching the original
// on_enter/trigger schedulers). Player-bound sequences for a player who is no
// longer connected are dropped (unlocked) or persisted (locked). Completed
// sequences are removed.
func (g *Game) SequenceTick() {
g.seqMu.Lock()
playerSeqs := make([]*sequence, 0, len(g.sequences))
for _, s := range g.sequences {
playerSeqs = append(playerSeqs, s)
}
globalSeqs := append([]*sequence(nil), g.globalSeqs...)
g.seqMu.Unlock()
for _, seq := range playerSeqs {
g.advanceSequence(seq)
}
for _, seq := range globalSeqs {
g.advanceSequence(seq)
}
}
func (g *Game) advanceSequence(seq *sequence) {
// Player-bound: handle disconnect and live-session gating.
if seq.scope == scopePlayer {
g.charsMu.Lock()
sess := g.loggedInChars[seq.playerName]
g.charsMu.Unlock()
if sess == nil || sess.Player == nil {
// Disconnected. Unlocked sequences are dropped; locked ones were
// already snapshotted to PendingSequence at disconnect time, so
// drop the in-memory copy too.
g.removeSequence(seq)
return
}
p := sess.Player
// Room-lock: skip steps whose player is no longer in the reference room.
inRoom := p.RoomID == seq.roomID
if seq.roomLocked && !inRoom {
// Still decrement the wait so timing advances, but don't fire.
// Drop a step when its wait elapses; resume firing on return.
seq.wait--
if seq.wait <= 0 && len(seq.steps) > 0 {
seq.steps = seq.steps[1:]
if len(seq.steps) > 0 {
seq.wait = seq.steps[0].Wait
}
}
if len(seq.steps) == 0 {
g.completePlayerSequence(seq, p)
}
return
}
seq.wait--
var jobs []behavior.Step
for seq.wait <= 0 && len(seq.steps) > 0 {
step := seq.steps[0]
seq.steps = seq.steps[1:]
jobs = append(jobs, step)
if len(seq.steps) > 0 {
seq.wait = seq.steps[0].Wait
} else {
seq.wait = 0
}
}
for i := range jobs {
g.fireStep(seq, sess, p, &jobs[i])
}
if len(seq.steps) == 0 {
g.completePlayerSequence(seq, p)
}
return
}
// Global sequence: no player/room.
seq.wait--
var jobs []behavior.Step
for seq.wait <= 0 && len(seq.steps) > 0 {
step := seq.steps[0]
seq.steps = seq.steps[1:]
jobs = append(jobs, step)
if len(seq.steps) > 0 {
seq.wait = seq.steps[0].Wait
} else {
seq.wait = 0
}
}
for i := range jobs {
g.fireGlobalStep(seq, &jobs[i])
}
if len(seq.steps) == 0 {
g.completeGlobalSequence(seq)
}
}
// fireStep runs one player-scoped step, gated by its per-step Condition.
func (g *Game) fireStep(seq *sequence, sess *net.Session, p *player.Player, step *behavior.Step) {
if step.Condition != nil && !g.checkCondition(sess, step.Condition) {
return
}
g.applyStep(sess, p, step, seq.roomID, scopePlayer, seq.flagVal)
}
// fireGlobalStep runs one global-scoped step.
func (g *Game) fireGlobalStep(seq *sequence, step *behavior.Step) {
g.applyStep(nil, nil, step, seq.roomID, scopeGlobal, seq.flagVal)
}
func (g *Game) completePlayerSequence(seq *sequence, p *player.Player) {
g.removeSequence(seq)
if p != nil && p.PendingSequence != nil && p.PendingSequence.Key == seq.key {
p.PendingSequence = nil
g.AccountStore.SaveCharacter(p)
}
if sess := seq.sess; sess != nil && sess.State == net.StateGame {
g.writePrompt(sess)
}
}
func (g *Game) completeGlobalSequence(seq *sequence) {
g.removeSequence(seq)
}
func (g *Game) removeSequence(seq *sequence) {
g.seqMu.Lock()
if seq.key != "" {
delete(g.sequences, seq.key)
} else {
for i, s := range g.globalSeqs {
if s == seq {
g.globalSeqs = append(g.globalSeqs[:i], g.globalSeqs[i+1:]...)
break
}
}
}
g.seqMu.Unlock()
}
// playerLocked reports whether the player has a locked in-flight sequence (and
// is therefore "busy" — verbs are blocked except quit).
func (g *Game) playerLocked(name string) bool {
g.seqMu.Lock()
defer g.seqMu.Unlock()
for _, s := range g.sequences {
if s.playerName == name && s.locked {
return true
}
}
return false
}
// cancelUnlockedSequences drops all unlocked in-flight sequences for the
// player (an unlocked sequence is interruptable by any verb). Locked sequences
// are never cancelled by verbs.
func (g *Game) cancelUnlockedSequences(name string) {
g.seqMu.Lock()
var toRemove []string
for k, s := range g.sequences {
if s.playerName == name && !s.locked {
toRemove = append(toRemove, k)
}
}
for _, k := range toRemove {
delete(g.sequences, k)
}
g.seqMu.Unlock()
}
// cancelSequences drops ALL in-flight sequences for the player (used on admin
// teleport / forced movement that bypasses the busy lock).
func (g *Game) cancelSequences(name string) {
g.seqMu.Lock()
var toRemove []string
for k, s := range g.sequences {
if s.playerName == name {
toRemove = append(toRemove, k)
}
}
for _, k := range toRemove {
delete(g.sequences, k)
}
g.seqMu.Unlock()
}
// abortAllSequences drops every in-flight sequence (player and global) and
// clears persisted PendingSequence markers. Used on admin reload.
func (g *Game) abortAllSequences() {
g.seqMu.Lock()
g.sequences = make(map[string]*sequence)
g.globalSeqs = nil
g.seqMu.Unlock()
g.charsMu.Lock()
chars := g.loggedInChars
g.charsMu.Unlock()
for _, sess := range chars {
if sess != nil && sess.Player != nil && sess.Player.PendingSequence != nil {
sess.Player.PendingSequence = nil
}
}
}
// persistLockedOnDisconnect snapshots the most recent locked sequence
// to PendingSequence (the most recent one wins) and drops all of the player's
// in-memory sequences. Called from the disconnect hook.
func (g *Game) persistLockedOnDisconnect(p *player.Player) {
if p == nil {
return
}
g.seqMu.Lock()
var locked *sequence
var keysToRemove []string
for k, s := range g.sequences {
if s.playerName == p.Name {
if s.locked {
locked = s
}
keysToRemove = append(keysToRemove, k)
}
}
for _, k := range keysToRemove {
delete(g.sequences, k)
}
g.seqMu.Unlock()
if locked != nil {
p.PendingSequence = &player.PendingSequence{
Key: locked.key,
RoomID: locked.roomID,
Steps: append([]behavior.Step(nil), locked.steps...),
Wait: locked.wait,
}
g.AccountStore.SaveCharacter(p)
}
}
// resumePendingSequence re-arms a locked sequence from a player's
// PendingSequence snapshot on reconnect.
func (g *Game) resumePendingSequence(sess *net.Session, p *player.Player) {
if p == nil || p.PendingSequence == nil {
return
}
ps := p.PendingSequence
p.PendingSequence = nil
seq := &sequence{
sess: sess,
player: p,
playerName: p.Name,
roomID: ps.RoomID,
steps: append([]behavior.Step(nil), ps.Steps...),
wait: ps.Wait,
scope: scopePlayer,
flagVal: nil,
key: ps.Key,
locked: true,
roomLocked: false,
}
g.seqMu.Lock()
if seq.key != "" {
g.sequences[seq.key] = seq
} else {
g.globalSeqs = append(g.globalSeqs, seq)
}
g.seqMu.Unlock()
}
// TransientMobTick drives the despawn-on-leave lifecycle for transient mobs
// spawned by trigger steps (carried over unchanged from the old system).
func (g *Game) TransientMobTick() {
if g.Hub == nil {
return
}
for _, inst := range g.MobStore.AllInstances() {
if inst.Owner == "" || inst.HP <= 0 {
continue
}
if !inst.DespawnOnLeave {
continue
}
g.charsMu.Lock()
ownerSess := g.loggedInChars[inst.Owner]
g.charsMu.Unlock()
if ownerSess == nil || ownerSess.Player == nil {
continue
}
ownerRoom := ownerSess.Player.RoomID
allowed := inst.DespawnRooms
if len(allowed) == 0 {
allowed = []int{inst.HomeRoomID}
}
inAllowed := false
for _, r := range allowed {
if ownerRoom == r {
inAllowed = true
break
}
}
if inAllowed {
inst.DespawnCounter = inst.DespawnTickCount()
continue
}
inst.DecrementDespawnCounter()
if inst.DespawnCounter <= 0 {
g.MobStore.RemoveInstance(inst.InstanceID)
for _, sess := range g.Hub.PlayersInRoom(inst.RoomID) {
sess.WriteLine(g.colorize(sess, "broadcast",
fmt.Sprintf("%s fades away.", mobDisplayName(inst, true))))
}
}
}
}
func (g *Game) spawnTriggerMob(sess *net.Session, p *player.Player, cfg *behavior.SpawnMobConfig, roomID int) {
if cfg.ID == "" {
return
}
def, err := g.MobStore.LoadDef(cfg.ID)
if err != nil {
return
}
inst := g.MobStore.SpawnTransient(def, cfg, roomID, p.Name)
if inst == nil {
return
}
inst.ResetDespawnCounter(engine.ToTicks(cfg.DespawnTicks))
sess.WriteLine(g.colorize(sess, "broadcast", mobDisplayName(inst, true)+" appears!"))
}
func (g *Game) spawnWorldTriggerMob(cfg *behavior.SpawnMobConfig, roomID int) {
if cfg.ID == "" {
return
}
def, err := g.MobStore.LoadDef(cfg.ID)
if err != nil {
return
}
inst := g.MobStore.SpawnTransient(def, cfg, roomID, "")
if inst == nil {
return
}
inst.ResetDespawnCounter(engine.ToTicks(cfg.DespawnTicks))
if g.Hub != nil {
for _, sess := range g.Hub.PlayersInRoom(roomID) {
sess.WriteLine(g.colorize(sess, "broadcast",
mobDisplayName(inst, true)+" appears!"))
}
}
}
func (g *Game) despawnTriggerMobs(mobID string, owner string) {
for _, inst := range g.MobStore.AllInstances() {
if inst.DefID != mobID {
continue
}
if owner != "" && inst.Owner != owner {
continue
}
if inst.HP <= 0 {
g.MobStore.RemoveInstance(inst.InstanceID)
continue
}
if g.Hub != nil {
for _, sess := range g.Hub.PlayersInRoom(inst.RoomID) {
sess.WriteLine(g.colorize(sess, "broadcast",
fmt.Sprintf("%s vanishes.", mobDisplayName(inst, true))))
}
}
g.MobStore.RemoveInstance(inst.InstanceID)
}
}
func expandTemplate(tmpl string, playerName string, flagValue any) string {
s := tmpl
if playerName != "" {
s = strings.ReplaceAll(s, "%p", playerName)
}
if flagValue != nil {
s = strings.ReplaceAll(s, "%v", fmt.Sprint(flagValue))
}
return s
}
// ---- Flag-change trigger index ----
//
// All on_player_flag / on_global_flag triggers are global file-backed
// triggers (stored in data/triggers/). Room scoping is opt-in via
// the trigger's Condition.Room.
type flagTriggerIndex struct {
mu sync.Mutex
playerFlag map[string][]*behavior.Trigger
globalFlag map[string][]*behavior.Trigger
}
func newFlagTriggerIndex() *flagTriggerIndex {
return &flagTriggerIndex{
playerFlag: make(map[string][]*behavior.Trigger),
globalFlag: make(map[string][]*behavior.Trigger),
}
}
func (fi *flagTriggerIndex) clear() {
fi.mu.Lock()
defer fi.mu.Unlock()
fi.playerFlag = make(map[string][]*behavior.Trigger)
fi.globalFlag = make(map[string][]*behavior.Trigger)
}
func (fi *flagTriggerIndex) addPlayerFlag(t *behavior.Trigger) {
fi.mu.Lock()
defer fi.mu.Unlock()
fi.playerFlag[t.OnPlayerFlag] = append(fi.playerFlag[t.OnPlayerFlag], t)
}
func (fi *flagTriggerIndex) addGlobalFlag(t *behavior.Trigger) {
fi.mu.Lock()
defer fi.mu.Unlock()
fi.globalFlag[t.OnGlobalFlag] = append(fi.globalFlag[t.OnGlobalFlag], t)
}
// loadGlobalTriggers loads file-backed triggers from dataDir/triggers (one
// Trigger per yaml file; the filename stem is the trigger id). Triggers are
// organised in player_flag/ and global_flag/ subdirectories.
func (g *Game) loadGlobalTriggers(dataDir string) error {
dir := filepath.Join(dataDir, "triggers")
if _, err := os.Stat(dir); os.IsNotExist(err) {
return nil
}
// Scan subdirectories as well as flat files in the root.
var walkDir func(p string) error
walkDir = func(p string) error {
entries, err := os.ReadDir(p)
if err != nil {
return err
}
for _, entry := range entries {
full := filepath.Join(p, entry.Name())
if entry.IsDir() {
if err := walkDir(full); err != nil {
return err
}
continue
}
ext := strings.ToLower(filepath.Ext(entry.Name()))
if ext != ".yaml" && ext != ".yml" {
continue
}
data, err := os.ReadFile(full)
if err != nil {
continue
}
var t behavior.Trigger
if err := yamlUnmarshal(data, &t); err != nil {
return fmt.Errorf("trigger %q: %w", full, err)
}
stem := strings.TrimSuffix(entry.Name(), ext)
if t.OnPlayerFlag != "" {
tc := copyTrigger(t)
tc.DedupKey = "file:" + stem
g.flagIndex.addPlayerFlag(tc)
}
if t.OnGlobalFlag != "" {
tc := copyTrigger(t)
tc.DedupKey = "file:" + stem
g.flagIndex.addGlobalFlag(tc)
}
}
return nil
}
return walkDir(dir)
}
func copyTrigger(t behavior.Trigger) *behavior.Trigger {
tcopy := t
return &tcopy
}
func (g *Game) loadAllFlagTriggers() {
g.flagIndex.clear()
_ = g.loadGlobalTriggers(g.DataDir)
}
// firePlayerFlagTriggers starts sequences for every on_flag_change trigger
// subscribed to flagName whose Value (if any) matches and whose Condition
// passes for the player. Called from setPlayerFlag after an actual change.
func (g *Game) firePlayerFlagTriggers(p *player.Player, flagName string, flagValue any) {
g.charsMu.Lock()
sess := g.loggedInChars[p.Name]
g.charsMu.Unlock()
if sess == nil {
return
}
g.flagIndex.mu.Lock()
triggers := append([]*behavior.Trigger(nil), g.flagIndex.playerFlag[flagName]...)
g.flagIndex.mu.Unlock()
for i := range triggers {
t := triggers[i]
if t.Value != nil && !engine.ValuesEqual(t.Value, flagValue) {
continue
}
if t.Condition != nil && !g.checkCondition(sess, t.Condition) {
continue
}
g.startSequence(sess, p, t.Steps, p.RoomID, scopePlayer, flagValue, t.Lock, false, p.Name+":flag:"+flagName+":"+t.DedupKey)
}
}
// fireGlobalFlagTriggers starts sequences for every on_global_flag_change
// trigger subscribed to flagName whose Value (if any) matches. Global-flag
// triggers have no originating player and run at scopeGlobal.
func (g *Game) fireGlobalFlagTriggers(flagName string, flagValue any) {
g.flagIndex.mu.Lock()
triggers := append([]*behavior.Trigger(nil), g.flagIndex.globalFlag[flagName]...)
g.flagIndex.mu.Unlock()
for i := range triggers {
t := triggers[i]
if t.Value != nil && !engine.ValuesEqual(t.Value, flagValue) {
continue
}
if t.Condition != nil && !g.checkConditionGlobal(t.Condition) {
continue
}
roomID := 0
if t.Condition != nil && t.Condition.Room != 0 {
roomID = t.Condition.Room
}
key := fmt.Sprintf("global:%s:%d:%s", flagName, roomID, t.DedupKey)
g.startSequence(nil, nil, t.Steps, roomID, scopeGlobal, flagValue, false, false, key)
}
}
// yamlUnmarshal is a small indirection so this file need not import yaml directly.
func yamlUnmarshal(data []byte, out *behavior.Trigger) error {
return yaml.Unmarshal(data, out)
}
|