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|
package world
import (
"fmt"
"math/rand"
"os"
"path/filepath"
"sort"
"strings"
"sync"
"gopkg.in/yaml.v3"
"thehouseoficarus/internal/behavior"
)
type MobDropTable struct {
Remains string `yaml:"remains"`
Loot []behavior.DropEntry `yaml:"loot"`
}
type MobSteal struct {
Drops []behavior.DropEntry `yaml:"drops"`
Level int `yaml:"level"`
XP int `yaml:"xp"`
Speed float64 `yaml:"speed"`
}
type MobTask struct {
Verb string `yaml:"verb"`
ProgressNoun string `yaml:"progress_noun"`
CompleteMessage string `yaml:"complete_message"`
}
type MobCombatBonuses struct {
AttackBonus int `yaml:"attack_bonus"`
StrengthBonus int `yaml:"strength_bonus"`
ScienceBonus int `yaml:"science_bonus"`
SciencePercentBonus int `yaml:"science_percent_bonus"`
RangedBonus int `yaml:"ranged_bonus"`
RangedStrengthBonus int `yaml:"ranged_strength_bonus"`
}
type MobCombatDefenses struct {
StabDefense int `yaml:"stab_defense"`
SlashDefense int `yaml:"slash_defense"`
CrushDefense int `yaml:"crush_defense"`
ScienceDefense int `yaml:"science_defense"`
RangedDefense int `yaml:"ranged_defense"`
Weakness string `yaml:"weakness"`
WeaknessPercent int `yaml:"weakness_percent"`
}
type MobCombatStats struct {
HP int `yaml:"hp"`
Attack int `yaml:"attack"`
Strength int `yaml:"strength"`
Defense int `yaml:"defense"`
Ranged int `yaml:"ranged"`
Science int `yaml:"science"`
Speed float64 `yaml:"speed"`
MaxMeleeHit int `yaml:"max_melee_hit"`
MaxRangedHit int `yaml:"max_ranged_hit"`
MaxScienceHit int `yaml:"max_science_hit"`
Bonuses MobCombatBonuses `yaml:"bonuses"`
Defenses MobCombatDefenses `yaml:"defenses"`
}
type MobCombat struct {
Kind string `yaml:"kind"`
AttackTypes []string `yaml:"attack_types"`
Aggressive bool `yaml:"aggressive"`
RespawnTicks float64 `yaml:"respawn_ticks"`
Stats MobCombatStats `yaml:"stats"`
AssassinLevel int `yaml:"assassin_level"`
FinishingBlow string `yaml:"finishing_blow"`
DamageWithout string `yaml:"damage_without"`
Size string `yaml:"size"`
CombatDescriptions []string `yaml:"combat_descriptions"`
}
type MobDef struct {
ID string `yaml:"id"`
Name string `yaml:"name"`
Description string `yaml:"description"`
IdleDescriptions []string `yaml:"idle_descriptions"`
Protected bool `yaml:"protected"`
Unique bool `yaml:"unique"`
Drops MobDropTable `yaml:"drops"`
Steal *MobSteal `yaml:"steal,omitempty"`
Task *MobTask `yaml:"task,omitempty"`
Combat *MobCombat `yaml:"combat,omitempty"`
Talk *behavior.TalkConfig `yaml:"talk,omitempty"`
Shop *behavior.ShopConfig `yaml:"shop,omitempty"`
OnKill []behavior.Trigger `yaml:"on_kill,omitempty"`
}
func (d *MobDef) IsTalkable() bool { return d.Talk != nil }
func (d *MobDef) HasShop() bool { return d.Shop != nil }
func (d *MobDef) IsTask() bool { return d.Combat != nil && d.Combat.Kind == "task" }
type MobInstance struct {
InstanceID string
DefID string
Name string
Description string
HP int
MaxHP int
Attack int
Strength int
Defense int
Ranged int
Science int
Speed float64
Aggressive bool
Protected bool
Unique bool
RespawnTicks float64
RoomID int
HomeRoomID int
Drops MobDropTable
IdleDescription string
CombatDescriptions []string
WanderRooms []int
WanderInterval float64
WanderTickCounter int
regenerateTick int
AttackBonus int
StrengthBonus int
AttackTypes []string
RangedBonus int
ScienceBonus int
SciencePercentBonus int
StabDefense int
SlashDefense int
CrushDefense int
ScienceDefense int
RangedDefense int
Weakness string
WeaknessPercent int
MaxMeleeHit int
MaxRangedHit int
MaxScienceHit int
StealDrops []behavior.DropEntry
StealLevel int
StealXP int
StealSpeed float64
AssassinLevel int
FinishingBlow string
DamageWithout string
Size string
Kind string
Verb string
ProgressNoun string
CompleteMessage string
TalkConfig *behavior.TalkConfig
// OnKill is copied from the def at spawn time and fires from endCombat
// when this mob is defeated — either by a combat kill or by a task mob's
// HP draining to zero (the "completion" of the work). The first entry
// whose item filter, Condition, and the first-match-wins rule all pass
// fires.
OnKill []behavior.Trigger
// Shop is the (shared, read-only) shop config from the def. Per-instance
// live stock is tracked in ShopStock; ShopRestock holds per-item countdown
// timers. All three are only mutated under MobStore.mu.
Shop *behavior.ShopConfig
ShopStock map[string]int
ShopRestock map[string]int
Owner string
OwnerOnly bool
SpawnedByTrigger bool
DespawnOnLeave bool
DespawnRooms []int
DespawnTicks float64
DespawnCounter int
}
func (m *MobInstance) IsTalkable() bool { return m.TalkConfig != nil }
func (m *MobInstance) HasShop() bool { return m.Shop != nil }
func (m *MobInstance) IsTask() bool { return m.Kind == "task" }
func NewMobInstance(def *MobDef, instanceID string, roomID int, wanderRooms []int, wanderInterval float64) *MobInstance {
hp := 0
attack := 0
strength := 0
defense := 0
ranged := 0
science := 0
speed := 0.0
aggressive := false
respawnTicks := 0.0
attackBonus := 0
strengthBonus := 0
rangedBonus := 0
scienceBonus := 0
sciencePercentBonus := 0
var attackType []string
stabDef := 0
slashDef := 0
crushDef := 0
scienceDef := 0
rangedDef := 0
weakness := ""
weaknessPercent := 0
maxMeleeHit := 0
maxRangedHit := 0
maxScienceHit := 0
assassinLevel := 0
finishingBlow := ""
damageWithout := ""
size := ""
kind := ""
verb := ""
progressNoun := ""
completeMessage := ""
var combatDescriptions []string
var stealDrops []behavior.DropEntry
stealLevel := 0
stealXP := 0
stealSpeed := 0.0
if def.Combat != nil {
aggressive = def.Combat.Aggressive
respawnTicks = def.Combat.RespawnTicks
attackType = append([]string(nil), def.Combat.AttackTypes...)
cs := def.Combat.Stats
hp = cs.HP
attack = cs.Attack
strength = cs.Strength
defense = cs.Defense
ranged = cs.Ranged
science = cs.Science
speed = cs.Speed
attackBonus = cs.Bonuses.AttackBonus
strengthBonus = cs.Bonuses.StrengthBonus
rangedBonus = cs.Bonuses.RangedBonus
scienceBonus = cs.Bonuses.ScienceBonus
sciencePercentBonus = cs.Bonuses.SciencePercentBonus
stabDef = cs.Defenses.StabDefense
slashDef = cs.Defenses.SlashDefense
crushDef = cs.Defenses.CrushDefense
scienceDef = cs.Defenses.ScienceDefense
rangedDef = cs.Defenses.RangedDefense
weakness = cs.Defenses.Weakness
weaknessPercent = cs.Defenses.WeaknessPercent
maxMeleeHit = cs.MaxMeleeHit
maxRangedHit = cs.MaxRangedHit
maxScienceHit = cs.MaxScienceHit
assassinLevel = def.Combat.AssassinLevel
finishingBlow = def.Combat.FinishingBlow
damageWithout = def.Combat.DamageWithout
size = def.Combat.Size
kind = def.Combat.Kind
combatDescriptions = def.Combat.CombatDescriptions
}
if def.Steal != nil {
stealDrops = def.Steal.Drops
stealLevel = def.Steal.Level
stealXP = def.Steal.XP
stealSpeed = def.Steal.Speed
}
if def.Task != nil {
verb = def.Task.Verb
progressNoun = def.Task.ProgressNoun
completeMessage = def.Task.CompleteMessage
}
if def.Protected && hp <= 0 {
hp = 1
}
inst := &MobInstance{
InstanceID: instanceID,
DefID: def.ID,
Name: def.Name,
Description: def.Description,
HP: hp,
MaxHP: hp,
Attack: attack,
Strength: strength,
Defense: defense,
Ranged: ranged,
Science: science,
Speed: speed,
Aggressive: aggressive,
Protected: def.Protected,
Unique: def.Unique,
RespawnTicks: respawnTicks,
RoomID: roomID,
HomeRoomID: roomID,
WanderRooms: wanderRooms,
WanderInterval: wanderInterval,
Drops: def.Drops,
AttackBonus: attackBonus,
StrengthBonus: strengthBonus,
AttackTypes: attackType,
RangedBonus: rangedBonus,
ScienceBonus: scienceBonus,
SciencePercentBonus: sciencePercentBonus,
StabDefense: stabDef,
SlashDefense: slashDef,
CrushDefense: crushDef,
ScienceDefense: scienceDef,
RangedDefense: rangedDef,
Weakness: weakness,
WeaknessPercent: weaknessPercent,
MaxMeleeHit: maxMeleeHit,
MaxRangedHit: maxRangedHit,
MaxScienceHit: maxScienceHit,
StealDrops: stealDrops,
StealLevel: stealLevel,
StealXP: stealXP,
StealSpeed: stealSpeed,
AssassinLevel: assassinLevel,
FinishingBlow: finishingBlow,
DamageWithout: damageWithout,
Size: size,
Kind: kind,
Verb: verb,
ProgressNoun: progressNoun,
CompleteMessage: completeMessage,
CombatDescriptions: combatDescriptions,
TalkConfig: def.Talk,
OnKill: def.OnKill,
}
if def.Shop != nil {
inst.Shop = def.Shop
inst.ShopStock = make(map[string]int)
inst.ShopRestock = make(map[string]int)
for i := range def.Shop.Items {
it := &def.Shop.Items[i]
if it.ItemID == "" {
continue
}
inst.ShopStock[it.ItemID] = it.Stock
inst.ShopRestock[it.ItemID] = def.Shop.RestockInterval(it)
}
}
return inst
}
const (
MatchNone = 0
MatchPrefix = 1
MatchExact = 2
)
func (m *MobInstance) MatchQuality(input string) int {
lower := strings.ToLower(input)
if strings.ToLower(m.Name) == lower {
return MatchExact
}
if behavior.WordPrefixMatch(input, m.Name) {
return MatchPrefix
}
return MatchNone
}
func pickIdleDescription(descriptions []string) string {
if len(descriptions) == 0 {
return ""
}
return descriptions[rand.Intn(len(descriptions))]
}
func (m *MobInstance) StartRegen() {
if m.regenerateTick == 0 {
m.regenerateTick = 100
}
}
func (m *MobInstance) DespawnTickCount() int {
return m.DespawnCounter
}
func (m *MobInstance) DecrementDespawnCounter() {
if m.DespawnCounter > 0 {
m.DespawnCounter--
}
}
func (m *MobInstance) ResetDespawnCounter(ticks int) {
m.DespawnCounter = ticks
}
type MobStore struct {
dataDir string
mu sync.Mutex
pathIndex map[string]string
defs map[string]*MobDef
instances map[string]*MobInstance
}
func NewMobStore(dataDir string) *MobStore {
return &MobStore{
dataDir: dataDir,
pathIndex: behavior.BuildPathIndex(filepath.Join(dataDir, "mobs")),
defs: make(map[string]*MobDef),
instances: make(map[string]*MobInstance),
}
}
func (s *MobStore) LoadDef(id string) (*MobDef, error) {
s.mu.Lock()
if def, ok := s.defs[id]; ok {
s.mu.Unlock()
return def, nil
}
s.mu.Unlock()
path, ok := s.pathIndex[id]
if !ok {
return nil, fmt.Errorf("read mob %s: no such mob", id)
}
data, err := os.ReadFile(path)
if err != nil {
return nil, fmt.Errorf("read mob %s: %w", id, err)
}
var def MobDef
if err := yaml.Unmarshal(data, &def); err != nil {
return nil, fmt.Errorf("parse mob %s: %w", id, err)
}
def.ID = id
s.mu.Lock()
s.defs[id] = &def
s.mu.Unlock()
return &def, nil
}
func (s *MobStore) AllDefIDs() map[string]bool {
ids := make(map[string]bool)
for id := range s.pathIndex {
ids[id] = true
}
return ids
}
func (s *MobStore) ReloadDefs(dataDir string) {
s.mu.Lock()
defer s.mu.Unlock()
s.defs = make(map[string]*MobDef)
s.pathIndex = behavior.BuildPathIndex(filepath.Join(dataDir, "mobs"))
}
func (s *MobStore) GetInstance(id string) *MobInstance {
s.mu.Lock()
defer s.mu.Unlock()
return s.instances[id]
}
func (s *MobStore) AllInstances() []*MobInstance {
s.mu.Lock()
defer s.mu.Unlock()
var out []*MobInstance
for _, inst := range s.instances {
out = append(out, inst)
}
sort.SliceStable(out, func(i, j int) bool { return out[i].InstanceID < out[j].InstanceID })
return out
}
// SetInstanceRoom updates a mob instance's room under the store lock, so it is
// safe against concurrent readers (MobsInRoom, RemoveMobsInRoom) in other
// goroutines.
func (s *MobStore) SetInstanceRoom(instanceID string, roomID int) {
s.mu.Lock()
defer s.mu.Unlock()
if inst := s.instances[instanceID]; inst != nil {
inst.RoomID = roomID
}
}
func (s *MobStore) MobsInRoom(roomID int) []*MobInstance {
s.mu.Lock()
defer s.mu.Unlock()
var out []*MobInstance
for _, inst := range s.instances {
if inst.RoomID == roomID && inst.HP > 0 {
out = append(out, inst)
}
}
sort.SliceStable(out, func(i, j int) bool { return out[i].InstanceID < out[j].InstanceID })
return out
}
// sortedInstancesLocked returns every mob instance sorted by InstanceID. It
// must be called with s.mu held; callers iterate the returned slice instead of
// ranging s.instances directly so per-tick processing order is stable across
// Go's randomized map iteration.
func (s *MobStore) sortedInstancesLocked() []*MobInstance {
out := make([]*MobInstance, 0, len(s.instances))
for _, inst := range s.instances {
out = append(out, inst)
}
sort.SliceStable(out, func(i, j int) bool { return out[i].InstanceID < out[j].InstanceID })
return out
}
func (s *MobStore) Tick() {
s.mu.Lock()
defer s.mu.Unlock()
for _, inst := range s.sortedInstancesLocked() {
if inst.Shop != nil {
s.tickShopLocked(inst)
}
if inst.HP <= 0 || inst.HP >= inst.MaxHP {
inst.regenerateTick = 0
continue
}
inst.regenerateTick--
if inst.regenerateTick <= 0 {
inst.HP++
if inst.HP >= inst.MaxHP {
inst.HP = inst.MaxHP
inst.regenerateTick = 0
} else {
inst.regenerateTick = 100
}
}
}
}
// tickShopLocked advances restock timers for one shop instance. Current stock
// converges toward each item's target (configured stock for listed items, 0 for
// dynamically-acquired items) one unit per restock interval, in either
// direction. Caller must hold s.mu.
func (s *MobStore) tickShopLocked(inst *MobInstance) {
for id, cur := range inst.ShopStock {
target := 0
var cfgItem *behavior.ShopItem
if cfgItem = inst.Shop.FindItem(id); cfgItem != nil {
target = cfgItem.Stock
}
if cur == target {
if cur == 0 && cfgItem == nil {
delete(inst.ShopStock, id)
delete(inst.ShopRestock, id)
}
continue
}
c := inst.ShopRestock[id]
if c <= 0 {
c = inst.Shop.RestockInterval(cfgItem)
}
c--
if c <= 0 {
if cur < target {
cur++
} else {
cur--
}
inst.ShopStock[id] = cur
c = inst.Shop.RestockInterval(cfgItem)
}
inst.ShopRestock[id] = c
if cur == 0 && cfgItem == nil {
delete(inst.ShopStock, id)
delete(inst.ShopRestock, id)
}
}
}
// ShopStockSnapshot returns a copy of the instance's current stock map.
func (s *MobStore) ShopStockSnapshot(instanceID string) map[string]int {
s.mu.Lock()
defer s.mu.Unlock()
inst := s.instances[instanceID]
if inst == nil || inst.ShopStock == nil {
return nil
}
out := make(map[string]int, len(inst.ShopStock))
for k, v := range inst.ShopStock {
out[k] = v
}
return out
}
// ShopStockOf returns the current stock the instance holds of an item.
func (s *MobStore) ShopStockOf(instanceID, itemID string) int {
s.mu.Lock()
defer s.mu.Unlock()
inst := s.instances[instanceID]
if inst == nil || inst.ShopStock == nil {
return 0
}
return inst.ShopStock[itemID]
}
// ShopTake removes up to qty of an item from the shop's stock, returning the
// amount actually taken (capped by availability). Used when a player buys.
func (s *MobStore) ShopTake(instanceID, itemID string, qty int) int {
s.mu.Lock()
defer s.mu.Unlock()
inst := s.instances[instanceID]
if inst == nil || inst.ShopStock == nil {
return 0
}
have := inst.ShopStock[itemID]
if qty > have {
qty = have
}
if qty <= 0 {
return 0
}
inst.ShopStock[itemID] = have - qty
return qty
}
// ShopAdd adds qty of an item to the shop's stock. Used when a player sells.
func (s *MobStore) ShopAdd(instanceID, itemID string, qty int) {
if qty <= 0 {
return
}
s.mu.Lock()
defer s.mu.Unlock()
inst := s.instances[instanceID]
if inst == nil || inst.Shop == nil {
return
}
if inst.ShopStock == nil {
inst.ShopStock = make(map[string]int)
}
if inst.ShopRestock == nil {
inst.ShopRestock = make(map[string]int)
}
if _, ok := inst.ShopStock[itemID]; !ok {
inst.ShopRestock[itemID] = inst.Shop.RestockInterval(inst.Shop.FindItem(itemID))
}
inst.ShopStock[itemID] += qty
}
func (s *MobStore) RollIdleDescription(inst *MobInstance) {
def, err := s.LoadDef(inst.DefID)
if err != nil {
return
}
inst.IdleDescription = pickIdleDescription(def.IdleDescriptions)
inst.WanderTickCounter = 0
}
func (s *MobStore) SpawnTransient(def *MobDef, cfg *behavior.SpawnMobConfig, roomID int, owner string) *MobInstance {
s.mu.Lock()
defer s.mu.Unlock()
instID := fmt.Sprintf("trigger_%s_%d_%d", cfg.ID, roomID, len(s.instances))
inst := NewMobInstance(def, instID, roomID, nil, 0)
inst.Owner = owner
inst.OwnerOnly = cfg.OwnerOnly
inst.SpawnedByTrigger = true
inst.DespawnOnLeave = cfg.DespawnOnLeave
inst.DespawnRooms = cfg.DespawnRooms
inst.DespawnTicks = cfg.DespawnTicks
inst.IdleDescription = pickIdleDescription(def.IdleDescriptions)
s.instances[instID] = inst
return inst
}
func (s *MobStore) RemoveInstance(instanceID string) {
s.mu.Lock()
defer s.mu.Unlock()
delete(s.instances, instanceID)
}
func (s *MobStore) RemoveMobsInRoom(roomID int) {
s.mu.Lock()
defer s.mu.Unlock()
for id, inst := range s.instances {
if inst.RoomID == roomID {
delete(s.instances, id)
}
}
}
func (s *MobStore) SeedMobs(roomID int, entries []RoomMob) {
type defWrapper struct {
def *MobDef
err error
rm RoomMob
}
defs := make([]defWrapper, len(entries))
for i, rm := range entries {
d, err := s.LoadDef(rm.ID)
defs[i] = defWrapper{d, err, rm}
}
s.mu.Lock()
defer s.mu.Unlock()
for i, dw := range defs {
if dw.err != nil {
continue
}
defID := dw.rm.ID
instID := fmt.Sprintf("%s_%d_%d", defID, roomID, i)
if _, exists := s.instances[instID]; exists {
continue
}
inst := NewMobInstance(dw.def, instID, roomID, dw.rm.WanderRooms, dw.rm.WanderInterval)
inst.IdleDescription = pickIdleDescription(dw.def.IdleDescriptions)
s.instances[instID] = inst
}
}
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