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// Package validate runs startup integrity checks across all data files:
// duplicate IDs, referential integrity (rooms, mobs, objects, items, drops,
// courses, techs), and world wiring (orphan rooms). It depends only on the
// data packages (world, object, item, behavior), never on the game
// orchestrator, so it can be reused and tested in isolation.
package validate
import (
"fmt"
"os"
"path/filepath"
"sort"
"strings"
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/item"
"thehouseoficarus/internal/object"
"thehouseoficarus/internal/world"
)
// Issue is a single validation finding.
type Issue struct {
Level string // "ERROR" or "WARN"
Type string // "duplicate", "reference", "integrity"
Message string
}
// CourseView is the subset of a course definition needed for validation.
type CourseView struct {
ID string
StartRoom int
ObstacleRooms []int
}
// TechView is the subset of a tech definition needed for validation.
type TechView struct {
ID string
Name string
Category string
DrainRate float64
}
// Source bundles everything the validator reads. The game package builds this
// from its stores and passes it to Run.
type Source struct {
DataDir string
Items *item.ItemStore
Objects *object.ObjectStore
Mobs *world.MobStore
World *world.World
Courses []CourseView
Techs []TechView
TechIDs map[string]bool
RootRooms []int
IgnoreUnreachable []int
}
// Run executes all checks and returns the collected issues.
func Run(s Source) []Issue {
var issues []Issue
for _, dir := range []struct{ sub, label string }{
{"items", "item"}, {"rooms", "room"}, {"mobs", "mob"},
{"objects", "object"}, {"drops", "drop table"}, {"courses", "course"},
{"modules", "module"}, {"techs", "tech"}, {"help", "help topic"},
{"triggers", "trigger"},
} {
issues = append(issues, validateIDs(s.DataDir, dir.sub, dir.label)...)
}
issues = append(issues, validateRooms(s)...)
issues = append(issues, validateMobs(s)...)
issues = append(issues, validateHazards(s)...)
issues = append(issues, validateObjects(s)...)
issues = append(issues, validateItems(s)...)
issues = append(issues, validateCraftBlocks(s)...)
issues = append(issues, validateDropTables(s)...)
issues = append(issues, validateCourses(s)...)
issues = append(issues, validateRoomTriggers(s)...)
issues = append(issues, validateRoomEnterSteps(s)...)
issues = append(issues, validateTechs(s)...)
issues = append(issues, validateRoomWiring(s)...)
issues = append(issues, validateRoomGrid(s)...)
issues = append(issues, validateExitReciprocity(s)...)
return issues
}
func validateIDs(dataDir, subDir, label string) []Issue {
dir := filepath.Join(dataDir, subDir)
dups := behavior.CheckDuplicateIDs(dir)
var issues []Issue
for _, d := range dups {
short := make([]string, len(d.Paths))
for i, p := range d.Paths {
short[i] = strings.TrimPrefix(p, dir+"/")
}
issues = append(issues, Issue{
Level: "ERROR",
Type: "duplicate",
Message: fmt.Sprintf("Duplicate %s ID %q found in: %s",
label, d.ID, strings.Join(short, ", ")),
})
}
return issues
}
func dropTableIDSet(dataDir string) map[string]bool {
dir := filepath.Join(dataDir, "drops")
ids := make(map[string]bool)
behavior.WalkYAMLDir(dir, func(path, id string, data []byte) error {
ids[id] = true
return nil
})
return ids
}
// LogIssues prints validation results to stderr, sorted with errors first.
func LogIssues(issues []Issue) {
if len(issues) == 0 {
fmt.Fprintf(os.Stderr, "Startup validation: OK\n")
return
}
errors := 0
warns := 0
for _, issue := range issues {
if issue.Level == "ERROR" {
errors++
} else {
warns++
}
}
fmt.Fprintf(os.Stderr, "\n=== Startup Validation: %d error(s), %d warning(s) ===\n\n", errors, warns)
sort.Slice(issues, func(i, j int) bool {
if issues[i].Level != issues[j].Level {
return issues[i].Level == "ERROR"
}
return issues[i].Message < issues[j].Message
})
for _, issue := range issues {
tag := fmt.Sprintf("[%s]", issue.Level)
fmt.Fprintf(os.Stderr, " %-7s %s\n", tag, issue.Message)
}
fmt.Fprintln(os.Stderr)
if errors > 0 {
fmt.Fprintf(os.Stderr, "*** %d startup errors detected. The server may behave unexpectedly. ***\n", errors)
}
}
var knownTechCategories = map[string]bool{
"accuracy": true, "strength": true, "defense": true, "ranged": true,
"science": true, "protection": true, "utility": true, "combo": true,
}
// reservedTechIDs are tech IDs whose semantics are coupled to code logic and
// must exist in YAML (damage protection mapping + death retribution).
var reservedTechIDs = map[string]bool{
"protect_melee": true,
"protect_ranged": true,
"protect_science": true,
"retribution": true,
}
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