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package world
import (
"fmt"
"os"
"path/filepath"
"gopkg.in/yaml.v3"
"thehouseoficarus/internal/behavior"
)
// HazardDef describes an environmental threat attached to a room (a sandstorm,
// solar radiation, falling rocks, etc.). It is a shared, ID-referenced
// definition loaded from data/hazards/<id>.yaml, so one hazard can be reused
// across a whole area and resolved by name for a future `examine` command.
//
// A hazard rolls an attack against everyone in the room every Speed ticks using
// the SAME combat formulas as a mob: accuracy comes from Attack/AttackBonus, max
// hit from MaxHit, and the player defends with their Defense level + equipment
// bonus selected by AttackType (so existing armour and the Defense skill apply).
// Tech protection (Kinetic Barrier / Projectile Screen / Neural Firewall) keys
// off AttackType automatically.
type HazardDef struct {
Name string `yaml:"name"`
Description string `yaml:"description"`
AttackType string `yaml:"attack_type"` // stab/slash/crush/ranged/science
Attack int `yaml:"attack"`
AttackBonus int `yaml:"attack_bonus"`
MaxHit int `yaml:"max_hit"`
Speed float64 `yaml:"speed"` // ticks between hazard rolls
WarnMessage string `yaml:"warn_message"`
HitMessage string `yaml:"hit_message"` // accepts a single %d for damage
MissMessage string `yaml:"miss_message"`
RequiredItem string `yaml:"required_item"` // equipped item that negates the hazard
}
// LoadHazard returns the shared hazard definition for id, caching results.
func (w *World) LoadHazard(id string) (*HazardDef, error) {
w.hazardMu.Lock()
if w.hazardPathIndex == nil {
w.hazardPathIndex = behavior.BuildPathIndex(filepath.Join(w.dataDir, "hazards"))
}
if def, ok := w.hazardDefs[id]; ok {
w.hazardMu.Unlock()
return def, nil
}
path, ok := w.hazardPathIndex[id]
w.hazardMu.Unlock()
if !ok {
return nil, fmt.Errorf("read hazard %s: no such hazard", id)
}
data, err := os.ReadFile(path)
if err != nil {
return nil, fmt.Errorf("read hazard %s: %w", id, err)
}
var def HazardDef
if err := yaml.Unmarshal(data, &def); err != nil {
return nil, fmt.Errorf("parse hazard %s: %w", id, err)
}
w.hazardMu.Lock()
w.hazardDefs[id] = &def
w.hazardMu.Unlock()
return &def, nil
}
// HazardIndex returns the set of known hazard IDs (used by startup validation).
func (w *World) HazardIndex() map[string]bool {
w.hazardMu.Lock()
defer w.hazardMu.Unlock()
if w.hazardPathIndex == nil {
w.hazardPathIndex = behavior.BuildPathIndex(filepath.Join(w.dataDir, "hazards"))
}
ids := make(map[string]bool, len(w.hazardPathIndex))
for id := range w.hazardPathIndex {
ids[id] = true
}
return ids
}
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