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package world
import (
"strings"
"gopkg.in/yaml.v3"
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/object"
)
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"`
Color string `yaml:"color"`
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"`
BlockTransport bool `yaml:"block_transport"`
Triggers []TriggerDef `yaml:"triggers"`
}
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"`
Broadcast string `yaml:"broadcast"`
BroadcastGlobal string `yaml:"broadcast_global"`
SpawnMob *SpawnMobConfig `yaml:"spawn_mob"`
DespawnMob string `yaml:"despawn_mob"`
GiveItem string `yaml:"give_item"`
TakeItem string `yaml:"take_item"`
Teleport int `yaml:"teleport"`
Heal int `yaml:"heal"`
}
// IsTimed reports whether the step carries enter-sequence semantics (any
// non-zero field means it needs per-tick scheduling rather than synchronous
// printing).
func (e EnterStep) IsTimed() bool {
return e.Delay > 0 || len(e.SetFlags) > 0 || len(e.SetPlayerFlags) > 0 ||
e.Message != "" || e.Broadcast != "" || e.BroadcastGlobal != "" ||
e.SpawnMob != nil || e.DespawnMob != "" || e.GiveItem != "" ||
e.TakeItem != "" || e.Teleport != 0 || e.Heal != 0
}
// RoomObject is either a reference to a file-backed object definition (only
// `id`/wander fields set) or a fully inline object definition (Inline != nil).
// An entry is treated as inline when it carries any passive content field
// (name, description, aliases, inroom_description, color, hidden, on_look).
// Inline objects are room-scoped: their identity (ID, used as the ObjState
// DefID) is derived from the normalized name; `id:` is reserved for references.
type RoomObject struct {
ID string
WanderRooms []int
WanderInterval float64
Inline *object.ObjectDef
}
func (ro *RoomObject) UnmarshalYAML(value *yaml.Node) error {
type rawRef struct {
ID string `yaml:"id"`
WanderRooms []int `yaml:"wander_rooms"`
WanderInterval float64 `yaml:"wander_interval"`
}
var ref rawRef
if err := value.Decode(&ref); err != nil {
return err
}
ro.WanderRooms = ref.WanderRooms
ro.WanderInterval = ref.WanderInterval
var def object.ObjectDef
if err := value.Decode(&def); err != nil {
return err
}
inline := def.Name != "" || len(def.Description) > 0 || def.InRoomDescription != "" ||
len(def.Aliases) > 0 || def.Color != "" || def.Hidden || def.OnLook != nil
if inline {
// Identity derives from the name. def.ID still holds any explicit `id:`
// the builder wrote; it is left in place only so validation can flag it
// as a stray field (runtime resolution overrides the copy's ID anyway).
ro.ID = NormalizeObjectName(def.Name)
ro.Inline = &def
return nil
}
ro.ID = ref.ID
return nil
}
// NormalizeObjectName lowercases, trims, and collapses internal whitespace,
// keeping spaces (not underscores) so the word-prefix matcher treats the name
// as a single token in its `_`-split fallback. It is the canonical derivation
// of an inline object's ObjState DefID from its name.
func NormalizeObjectName(name string) string {
return strings.Join(strings.Fields(strings.ToLower(name)), " ")
}
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