aboutsummaryrefslogtreecommitdiff
path: root/internal/world/room.go
blob: 8b8830e561208a8e1c26718bd208944fd6007e34 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
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)), " ")
}