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package world
import (
"gopkg.in/yaml.v3"
"thehouseoficarus/internal/behavior"
)
type ExitDir string
const (
North ExitDir = "north"
South ExitDir = "south"
East ExitDir = "east"
West ExitDir = "west"
Up ExitDir = "up"
Down ExitDir = "down"
)
var ExitAliases = map[string]ExitDir{
"n": North,
"s": South,
"e": East,
"w": West,
"u": Up,
"d": Down,
}
var OppositeExit = map[ExitDir]ExitDir{
North: South,
South: North,
East: West,
West: East,
Up: Down,
Down: Up,
}
var ExitOrder = []ExitDir{
North, South, East, West, Up, Down,
}
type SpawnDef struct {
ID string `yaml:"id"`
Quantity int `yaml:"quantity"`
RespawnTicks float64 `yaml:"respawn_ticks"`
}
type ExitDef struct {
Room int `yaml:"room"`
Condition *behavior.Condition `yaml:"condition"`
BlockedMessage string `yaml:"blocked_message"`
SetFlags map[string]any `yaml:"set_flags"`
SetPlayerFlags map[string]any `yaml:"set_player_flags"`
}
func (e *ExitDef) UnmarshalYAML(value *yaml.Node) error {
if value.Kind == yaml.ScalarNode {
var n int
if err := value.Decode(&n); err != nil {
return err
}
e.Room = n
return nil
}
type raw ExitDef
return value.Decode((*raw)(e))
}
type Room struct {
ID int `yaml:"id"`
Name string `yaml:"name"`
Description behavior.DescList `yaml:"description"`
Exits map[ExitDir]ExitDef `yaml:"exits"`
Objects []RoomObject `yaml:"objects"`
ItemSpawns []SpawnDef `yaml:"item_spawns"`
Mobs []RoomMob `yaml:"mobs"`
OnEnter []EnterStep `yaml:"on_enter"`
Hazard string `yaml:"hazard"`
}
type RoomMob struct {
ID string `yaml:"id"`
WanderRooms []int `yaml:"wander_rooms"`
WanderInterval float64 `yaml:"wander_interval"`
}
func (rm *RoomMob) UnmarshalYAML(value *yaml.Node) error {
if value.Kind == yaml.ScalarNode {
var s string
if err := value.Decode(&s); err != nil {
return err
}
rm.ID = s
return nil
}
type raw RoomMob
return value.Decode((*raw)(rm))
}
type EnterStep struct {
Message string `yaml:"message"`
Condition *behavior.Condition `yaml:"condition"`
Delay int `yaml:"delay"`
SetFlags map[string]any `yaml:"set_flags"`
SetPlayerFlags map[string]any `yaml:"set_player_flags"`
}
// IsTimed reports whether the step carries cutscene semantics: a tick delay or
// a flag mutation. A room whose qualifying on_enter steps are all non-timed is
// printed synchronously; any timed step turns the sequence into a scheduled
// cutscene.
func (e EnterStep) IsTimed() bool {
return e.Delay > 0 || len(e.SetFlags) > 0 || len(e.SetPlayerFlags) > 0
}
type RoomObject struct {
ID string `yaml:"id"`
WanderRooms []int `yaml:"wander_rooms"`
WanderInterval float64 `yaml:"wander_interval"`
}
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