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|
package world
import (
"strings"
)
const DropDespawnTicks = 1000
const ReserveTicks = 100
type GroundItemInfo struct {
ItemID string
Quantity int
ReservedFor string
ReserveTimer int
DespawnTimer int
IsSpawn bool
}
type groundEntry struct {
itemID string
quantity int
isSpawn bool
respawnTimer int // >0 = counting down to respawn
respawnQty int
respawnDelay int
despawnTimer int // >0 = counting down to despawn (dropped items)
reservedFor string
reserveTimer int // >0 = counting down reservation
}
func (w *World) GroundItemsDetailed(roomID int) []GroundItemInfo {
w.mu.Lock()
defer w.mu.Unlock()
var out []GroundItemInfo
for _, e := range w.groundItems[roomID] {
if e.quantity <= 0 {
continue
}
info := GroundItemInfo{
ItemID: e.itemID,
Quantity: e.quantity,
DespawnTimer: e.despawnTimer,
IsSpawn: e.isSpawn,
}
if e.reserveTimer > 0 && e.reservedFor != "" {
info.ReservedFor = e.reservedFor
info.ReserveTimer = e.reserveTimer
}
out = append(out, info)
}
return out
}
func (w *World) GroundItems(roomID int) map[string]int {
w.mu.Lock()
defer w.mu.Unlock()
out := make(map[string]int)
for _, e := range w.groundItems[roomID] {
if e.quantity > 0 {
out[e.itemID] += e.quantity
}
}
return out
}
func (w *World) AddReservedItem(roomID int, itemID string, qty int, owner string) {
w.mu.Lock()
defer w.mu.Unlock()
e := &groundEntry{
itemID: itemID,
quantity: qty,
despawnTimer: DropDespawnTicks,
reservedFor: owner,
reserveTimer: ReserveTicks,
}
w.groundItems[roomID] = append(w.groundItems[roomID], e)
}
func (w *World) AddGroundItem(roomID int, itemID string, qty int) {
w.mu.Lock()
defer w.mu.Unlock()
e := &groundEntry{
itemID: itemID,
quantity: qty,
despawnTimer: DropDespawnTicks,
}
w.groundItems[roomID] = append(w.groundItems[roomID], e)
}
func (w *World) RemoveReservedItem(roomID int, itemID string, qty int, owner string) (int, bool) {
w.mu.Lock()
defer w.mu.Unlock()
removed := 0
remaining := qty
for _, e := range w.groundItems[roomID] {
if remaining <= 0 {
break
}
if !strings.EqualFold(e.itemID, itemID) {
continue
}
if e.quantity <= 0 {
continue
}
if e.reserveTimer > 0 && e.reservedFor != "" && e.reservedFor != owner {
return removed, false
}
take := e.quantity
if take > remaining {
take = remaining
}
e.quantity -= take
removed += take
remaining -= take
if e.isSpawn && e.quantity <= 0 && e.respawnDelay > 0 {
e.respawnTimer = e.respawnDelay
}
}
return removed, true
}
func (w *World) RemoveGroundItem(roomID int, itemID string, qty int) int {
w.mu.Lock()
defer w.mu.Unlock()
removed := 0
remaining := qty
for _, e := range w.groundItems[roomID] {
if remaining <= 0 {
break
}
if !strings.EqualFold(e.itemID, itemID) {
continue
}
if e.quantity <= 0 {
continue
}
take := e.quantity
if take > remaining {
take = remaining
}
e.quantity -= take
removed += take
remaining -= take
if e.isSpawn && e.quantity <= 0 && e.respawnDelay > 0 {
e.respawnTimer = e.respawnDelay
}
}
return removed
}
func (w *World) tickGroundItems() {
for _, entries := range w.groundItems {
for _, e := range entries {
if e.respawnTimer > 0 {
e.respawnTimer--
if e.respawnTimer <= 0 {
e.quantity = e.respawnQty
w.mergeNearbyItems(entries, e)
}
}
if e.despawnTimer > 0 {
e.despawnTimer--
if e.despawnTimer <= 0 {
e.quantity = 0
}
}
if e.reserveTimer > 0 {
e.reserveTimer--
if e.reserveTimer <= 0 {
e.reservedFor = ""
}
}
}
}
}
func (w *World) mergeNearbyItems(entries []*groundEntry, target *groundEntry) {
for _, other := range entries {
if other != target && other.quantity > 0 && strings.EqualFold(other.itemID, target.itemID) &&
(other.reserveTimer <= 0 || other.reservedFor == "") &&
other.despawnTimer <= 0 {
target.quantity += other.quantity
other.quantity = 0
}
}
}
|