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|
package world
import (
"fmt"
"math/rand"
"sort"
"strings"
"thehouseoficarus/internal/behavior"
)
type ObjState struct {
Depleted bool
DepleteTimer float64
DefID string
Name string
Aliases []string
Index int
// RoomID is where the instance currently is; HomeRoomID is the room that
// declares it and never changes as it wanders. Identity (and re-seeding)
// is anchored to HomeRoomID so a wandering object cannot be duplicated by
// re-entering its home room.
RoomID int
HomeRoomID int
// Dynamic marks an instance created at runtime (AddObjInstance) rather
// than declared by the room file. ReconcileRoomState must not prune these:
// a live fire is not in the room's objects list and would be extinguished
// by any content edit.
Dynamic bool
JustRespawned bool
WanderRooms []int
WanderInterval float64
WanderCounter int
SharedMax float64
SharedTimer int
Quality float64
SafespotLevel int
SafespotTicksAtLevel int
SafespotOccupants []string
}
type ObjMove struct {
DefID string
Name string
FromRoom int
ToRoom int
}
func (w *World) ObjStateKey(roomID int, defID string, index int) string {
return fmt.Sprintf("%d:%s:%d", roomID, defID, index)
}
func (w *World) EnsureObjectStates(roomID int, defIDs []string) {
w.mu.Lock()
defer w.mu.Unlock()
w.ensureObjStates(roomID, defIDs)
}
func (w *World) ensureObjStates(roomID int, defIDs []string) {
if w.objStates == nil {
w.objStates = make(map[string]*ObjState)
}
counts := make(map[string]int)
for _, defID := range defIDs {
idx := counts[defID]
counts[defID]++
key := w.ObjStateKey(roomID, defID, idx)
if _, exists := w.objStates[key]; exists {
continue
}
// The object may simply be away from its home room (wandering): its
// state lives under its current room's key, so re-seeding the home
// room must not create a second, independent instance.
if w.homeObjStateLocked(roomID, defID, idx) != nil {
continue
}
w.objStates[key] = &ObjState{
DefID: defID,
Name: defID,
Index: idx,
RoomID: roomID,
HomeRoomID: roomID,
}
}
}
// homeObjStateLocked returns the instance whose home room is roomID and whose
// identity is (defID, index), wherever it has currently wandered. It must be
// called with w.mu held.
func (w *World) homeObjStateLocked(roomID int, defID string, index int) *ObjState {
for _, st := range w.objStates {
if st.HomeRoomID == roomID && st.DefID == defID && st.Index == index {
return st
}
}
return nil
}
func (w *World) AddObjInstance(roomID int, defID string, quality float64) {
w.mu.Lock()
defer w.mu.Unlock()
if w.objStates == nil {
w.objStates = make(map[string]*ObjState)
}
idx := 0
for {
key := w.ObjStateKey(roomID, defID, idx)
// An index is free only if no instance currently occupies it AND no
// instance from this room has wandered away holding that index; reusing
// a wandered index would collide when the wanderer returns.
if _, exists := w.objStates[key]; !exists && w.homeObjStateLocked(roomID, defID, idx) == nil {
w.objStates[key] = &ObjState{
DefID: defID,
Name: defID,
Index: idx,
RoomID: roomID,
HomeRoomID: roomID,
Dynamic: true,
Quality: quality,
}
return
}
idx++
}
}
// ReconcileRoomState brings a room's object instances and item-spawn ground
// entries in line with a (possibly just-edited) room definition, without a
// restart. Player-dropped ground items, dynamic object instances (fires), and
// live reservations are preserved. Mob instances live in MobStore and are
// reconciled by the game layer, which owns that store.
func (w *World) ReconcileRoomState(roomID int, room *Room) {
w.mu.Lock()
defer w.mu.Unlock()
if w.objStates == nil {
w.objStates = make(map[string]*ObjState)
}
// Prune room-declared instances the definition no longer declares. Prune
// by home room so a wandered instance is reconciled where it belongs, and
// never prune a dynamic instance.
want := make(map[string]int, len(room.Objects))
for _, ro := range room.Objects {
want[ro.ID]++
}
for key, st := range w.objStates {
if st.Dynamic || st.HomeRoomID != roomID {
continue
}
if st.Index >= want[st.DefID] {
delete(w.objStates, key)
}
}
// Re-create declared instances that are missing (including ones that had
// wandered away; ensureObjStates recognises them by HomeRoomID).
defIDs := make([]string, 0, len(room.Objects))
for _, ro := range room.Objects {
defIDs = append(defIDs, ro.ID)
}
w.ensureObjStates(roomID, defIDs)
// Ground spawns are only reconciled after the room has been seeded: before
// that, the first entry seeds from the definition anyway, and adding
// entries here would make SeedGroundItems double the quantity.
if w.seeded[roomID] {
w.reconcileGroundSpawnsLocked(roomID, room.ItemSpawns)
}
}
// reconcileGroundSpawnsLocked adds entries for newly declared item spawns and
// drops entries for spawns the room no longer declares, leaving the live
// quantity of existing spawns (and every dropped item) untouched. It must be
// called with w.mu held.
func (w *World) reconcileGroundSpawnsLocked(roomID int, spawns []SpawnDef) {
declared := make(map[string]bool, len(spawns))
for _, s := range spawns {
declared[strings.ToLower(s.ID)] = true
}
kept := w.groundItems[roomID][:0]
for _, e := range w.groundItems[roomID] {
if e.isSpawn && !declared[strings.ToLower(e.itemID)] {
continue
}
kept = append(kept, e)
}
w.groundItems[roomID] = kept
for _, s := range spawns {
found := false
for _, e := range w.groundItems[roomID] {
if e.isSpawn && strings.EqualFold(e.itemID, s.ID) {
found = true
break
}
}
if !found {
w.groundItems[roomID] = append(w.groundItems[roomID], &groundEntry{
itemID: s.ID,
quantity: s.Quantity,
isSpawn: true,
respawnDelay: spawnRespawnDelay(s.RespawnTicks),
respawnQty: s.Quantity,
})
}
}
}
// RemoveObjInstanceIndex removes exactly one instance by identity
// (defID, index), looking it up by its current room first (roomID) and
// falling back to its home room in case it has wandered away. A room may
// legitimately declare the same object twice, so the index names which one;
// removing every instance of a defID would destroy a sibling.
func (w *World) RemoveObjInstanceIndex(roomID int, defID string, index int) {
w.mu.Lock()
defer w.mu.Unlock()
if w.objStates == nil {
return
}
key := w.ObjStateKey(roomID, defID, index)
if st, ok := w.objStates[key]; ok && st.DefID == defID && st.Index == index {
delete(w.objStates, key)
return
}
for k, st := range w.objStates {
if st.DefID == defID && st.Index == index && st.HomeRoomID == roomID {
delete(w.objStates, k)
return
}
}
}
func (w *World) AllFireStates() []*ObjState {
w.mu.Lock()
defer w.mu.Unlock()
var out []*ObjState
for _, st := range w.objStates {
if st.DefID == "fire" && st.Quality > 0 {
out = append(out, st)
}
}
return out
}
func (w *World) GetObjState(roomID int, defID string, index int) *ObjState {
w.mu.Lock()
defer w.mu.Unlock()
if w.objStates == nil {
return nil
}
return w.objStates[w.ObjStateKey(roomID, defID, index)]
}
func (w *World) GetObjStateByKey(key string) *ObjState {
w.mu.Lock()
defer w.mu.Unlock()
if w.objStates == nil {
return nil
}
return w.objStates[key]
}
func (w *World) AllObjInstances(roomID int) []ObjState {
w.mu.Lock()
defer w.mu.Unlock()
var out []ObjState
for _, st := range w.objStates {
if st.RoomID == roomID {
out = append(out, *st)
}
}
sort.Slice(out, func(i, j int) bool {
if out[i].DefID != out[j].DefID {
return out[i].DefID < out[j].DefID
}
return out[i].Index < out[j].Index
})
return out
}
func (w *World) FindObjInstances(roomID int, name string) []ObjState {
w.mu.Lock()
defer w.mu.Unlock()
var out []ObjState
lower := strings.ToLower(name)
for _, st := range w.objStates {
if st.RoomID != roomID {
continue
}
if !wordMatchesObj(lower, st.DefID, st.Name, st.Aliases) {
continue
}
out = append(out, ObjState{
DefID: st.DefID,
Name: st.Name,
Aliases: st.Aliases,
Index: st.Index,
RoomID: st.RoomID,
HomeRoomID: st.HomeRoomID,
Dynamic: st.Dynamic,
Depleted: st.Depleted,
DepleteTimer: st.DepleteTimer,
SharedMax: st.SharedMax,
SharedTimer: st.SharedTimer,
Quality: st.Quality,
})
}
sort.Slice(out, func(i, j int) bool {
if out[i].DefID != out[j].DefID {
return out[i].DefID < out[j].DefID
}
return out[i].Index < out[j].Index
})
return out
}
func wordMatchesObj(lower, defID, objName string, aliases []string) bool {
if behavior.WordPrefixMatch(lower, objName) {
return true
}
for _, alias := range aliases {
if behavior.WordPrefixMatch(lower, alias) {
return true
}
}
inputWords := strings.Fields(strings.ToLower(lower))
if strings.HasPrefix(strings.ToLower(defID), lower) || strings.HasPrefix(lower, strings.ToLower(defID)) {
return true
}
for _, part := range strings.Split(defID, "_") {
for _, iw := range inputWords {
pl := strings.ToLower(part)
if strings.HasPrefix(pl, iw) || strings.HasPrefix(iw, pl) {
return true
}
}
}
return false
}
func (w *World) SetObjName(roomID int, defID string, name string) {
w.mu.Lock()
defer w.mu.Unlock()
for _, st := range w.objStates {
if st.RoomID == roomID && st.DefID == defID {
st.Name = name
}
}
}
func (w *World) SetObjAliases(roomID int, defID string, aliases []string) {
w.mu.Lock()
defer w.mu.Unlock()
for _, st := range w.objStates {
if st.RoomID == roomID && st.DefID == defID {
st.Aliases = aliases
}
}
}
func (w *World) SetObjWander(roomID int, defID string, rooms []int, interval float64) {
w.mu.Lock()
defer w.mu.Unlock()
for _, st := range w.objStates {
if st.RoomID == roomID && st.DefID == defID {
st.WanderRooms = rooms
st.WanderInterval = interval
}
}
}
func (w *World) SetObjDepleteTimer(roomID int, defID string, max float64) {
w.mu.Lock()
defer w.mu.Unlock()
for _, st := range w.objStates {
if st.RoomID == roomID && st.DefID == defID && st.SharedMax == 0 {
st.SharedMax = max
st.SharedTimer = int(max)
}
}
}
func (w *World) AllSharedObjStates() []*ObjState {
w.mu.Lock()
defer w.mu.Unlock()
var out []*ObjState
for _, st := range w.objStates {
if st.SharedMax > 0 {
out = append(out, st)
}
}
return out
}
func (w *World) SetObjDepleted(roomID int, defID string, index int, delay float64) {
w.mu.Lock()
defer w.mu.Unlock()
key := w.ObjStateKey(roomID, defID, index)
if st, ok := w.objStates[key]; ok {
st.Depleted = true
st.DepleteTimer = delay
}
}
func (w *World) FlushObjRespawns() []ObjState {
w.mu.Lock()
defer w.mu.Unlock()
var out []ObjState
for _, st := range w.objStates {
if st.JustRespawned {
out = append(out, *st)
st.JustRespawned = false
}
}
return out
}
func (w *World) TickObjWander() {
w.mu.Lock()
defer w.mu.Unlock()
var moves []struct {
st *ObjState
toRoom int
}
for _, st := range w.objStates {
if len(st.WanderRooms) == 0 || st.WanderInterval <= 0 {
continue
}
st.WanderCounter++
if float64(st.WanderCounter) < st.WanderInterval {
continue
}
st.WanderCounter = 0
toRoom := st.WanderRooms[rand.Intn(len(st.WanderRooms))]
if toRoom == st.RoomID {
continue
}
// A wander_rooms entry may point at a room that was since deleted.
// Moving there would strand the object in a nonexistent room, so
// leave it where it is. (roomPathIndex is read under w.mu, which
// this method already holds; LoadRoom would deadlock here.)
if _, ok := w.roomPathIndex[toRoom]; !ok {
continue
}
moves = append(moves, struct {
st *ObjState
toRoom int
}{st, toRoom})
}
for _, m := range moves {
oldKey := w.ObjStateKey(m.st.RoomID, m.st.DefID, m.st.Index)
fromRoom := m.st.RoomID
m.st.RoomID = m.toRoom
newKey := w.ObjStateKey(m.st.RoomID, m.st.DefID, m.st.Index)
delete(w.objStates, oldKey)
w.objStates[newKey] = m.st
w.objMoves = append(w.objMoves, ObjMove{
DefID: m.st.DefID,
Name: m.st.Name,
FromRoom: fromRoom,
ToRoom: m.toRoom,
})
}
}
func (w *World) FlushObjMoves() []ObjMove {
w.mu.Lock()
defer w.mu.Unlock()
out := w.objMoves
w.objMoves = nil
return out
}
func (w *World) tickObjStatesLocked() {
for _, st := range w.objStates {
if st.Depleted && st.DepleteTimer > 0 {
st.DepleteTimer--
if st.DepleteTimer <= 0 {
st.Depleted = false
st.JustRespawned = true
if st.SharedMax > 0 {
st.SharedTimer = int(st.SharedMax)
}
}
}
}
}
|