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path: root/internal/world/trigger_store.go
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package world

import (
	"fmt"
	"os"
	"path/filepath"
	"strings"
	"sync"

	"gopkg.in/yaml.v3"
)

type TriggerStore struct {
	mu sync.Mutex

	globalByPlayerFlag map[string][]*TriggerDef
	globalByWorldFlag  map[string][]*TriggerDef
	roomByPlayerFlag   map[int]map[string][]*TriggerDef
	roomByWorldFlag    map[int]map[string][]*TriggerDef

	playerSeqs map[string]*PlayerTriggerSeq
	worldSeqs  map[string]*WorldTriggerSeq
}

type PlayerTriggerSeq struct {
	PlayerName string
	TriggerID  string
	RoomID     int
	Steps      []TriggerStep
	Wait       int
	Started    bool
	FlagValue  any
}

type WorldTriggerSeq struct {
	TriggerID string
	RoomID    int
	Steps     []TriggerStep
	Wait      int
	FlagValue any
}

func NewTriggerStore() *TriggerStore {
	return &TriggerStore{
		globalByPlayerFlag: make(map[string][]*TriggerDef),
		globalByWorldFlag:  make(map[string][]*TriggerDef),
		roomByPlayerFlag:   make(map[int]map[string][]*TriggerDef),
		roomByWorldFlag:    make(map[int]map[string][]*TriggerDef),
		playerSeqs:         make(map[string]*PlayerTriggerSeq),
		worldSeqs:          make(map[string]*WorldTriggerSeq),
	}
}

func (ts *TriggerStore) ClearTriggers() {
	ts.mu.Lock()
	defer ts.mu.Unlock()
	ts.globalByPlayerFlag = make(map[string][]*TriggerDef)
	ts.globalByWorldFlag = make(map[string][]*TriggerDef)
	ts.roomByPlayerFlag = make(map[int]map[string][]*TriggerDef)
	ts.roomByWorldFlag = make(map[int]map[string][]*TriggerDef)
}

func (ts *TriggerStore) LoadGlobal(dataDir string) error {
	dir := filepath.Join(dataDir, "triggers")
	if _, err := os.Stat(dir); os.IsNotExist(err) {
		return nil
	}

	entries, err := os.ReadDir(dir)
	if err != nil {
		return err
	}

	for _, entry := range entries {
		if entry.IsDir() {
			continue
		}
		path := filepath.Join(dir, entry.Name())
		ext := strings.ToLower(filepath.Ext(path))
		if ext != ".yaml" && ext != ".yml" {
			continue
		}
		id := strings.TrimSuffix(entry.Name(), filepath.Ext(entry.Name()))
		data, err := os.ReadFile(path)
		if err != nil {
			continue
		}
		var trigger TriggerDef
		if err := yaml.Unmarshal(data, &trigger); err != nil {
			return fmt.Errorf("trigger %q: %w", path, err)
		}
		trigger.ID = id
		ts.addGlobal(&trigger)
	}
	return nil
}

func (ts *TriggerStore) SeedRoomTriggers(roomID int, triggers []TriggerDef) {
	if len(triggers) == 0 {
		return
	}
	ts.mu.Lock()
	defer ts.mu.Unlock()
	for i := range triggers {
		t := &triggers[i]
		if t.IsPlayerFlagTrigger() {
			if ts.roomByPlayerFlag[roomID] == nil {
				ts.roomByPlayerFlag[roomID] = make(map[string][]*TriggerDef)
			}
			ts.roomByPlayerFlag[roomID][t.OnPlayerFlag] = append(
				ts.roomByPlayerFlag[roomID][t.OnPlayerFlag], t)
		}
		if t.IsWorldFlagTrigger() {
			if ts.roomByWorldFlag[roomID] == nil {
				ts.roomByWorldFlag[roomID] = make(map[string][]*TriggerDef)
			}
			t.Room = roomID
			ts.roomByWorldFlag[roomID][t.OnFlag] = append(
				ts.roomByWorldFlag[roomID][t.OnFlag], t)
		}
	}
}

func (ts *TriggerStore) addGlobal(t *TriggerDef) {
	ts.mu.Lock()
	defer ts.mu.Unlock()
	if t.IsPlayerFlagTrigger() {
		ts.globalByPlayerFlag[t.OnPlayerFlag] = append(
			ts.globalByPlayerFlag[t.OnPlayerFlag], t)
	}
	if t.IsWorldFlagTrigger() {
		ts.globalByWorldFlag[t.OnFlag] = append(
			ts.globalByWorldFlag[t.OnFlag], t)
	}
}

func (ts *TriggerStore) FirePlayer(playerName string, flagName string, flagValue any) []*PlayerTriggerSeq {
	ts.mu.Lock()
	defer ts.mu.Unlock()

	var started []*PlayerTriggerSeq

	for _, t := range ts.globalByPlayerFlag[flagName] {
		if !ts.valueMatches(t.Value, flagValue) {
			continue
		}
		seq := ts.startPlayerSeqLocked(playerName, t, 0, flagValue)
		if seq != nil {
			started = append(started, seq)
		}
	}

	return started
}

func (ts *TriggerStore) FirePlayerInRoom(playerName string, roomID int, flagName string, flagValue any) []*PlayerTriggerSeq {
	ts.mu.Lock()
	defer ts.mu.Unlock()

	var started []*PlayerTriggerSeq

	for _, t := range ts.globalByPlayerFlag[flagName] {
		if !ts.valueMatches(t.Value, flagValue) {
			continue
		}
		seq := ts.startPlayerSeqLocked(playerName, t, roomID, flagValue)
		if seq != nil {
			started = append(started, seq)
		}
	}

	if roomFlags, ok := ts.roomByPlayerFlag[roomID]; ok {
		for _, t := range roomFlags[flagName] {
			if !ts.valueMatches(t.Value, flagValue) {
				continue
			}
			seq := ts.startPlayerSeqLocked(playerName, t, roomID, flagValue)
			if seq != nil {
				started = append(started, seq)
			}
		}
	}

	return started
}

func (ts *TriggerStore) FireWorld(flagName string, flagValue any) []*WorldTriggerSeq {
	ts.mu.Lock()
	defer ts.mu.Unlock()

	var started []*WorldTriggerSeq

	for _, t := range ts.globalByWorldFlag[flagName] {
		if !ts.valueMatches(t.Value, flagValue) {
			continue
		}
		seq := ts.startWorldSeqLocked(t, flagValue)
		if seq != nil {
			started = append(started, seq)
		}
	}

	for roomID, roomFlags := range ts.roomByWorldFlag {
		for _, t := range roomFlags[flagName] {
			if !ts.valueMatches(t.Value, flagValue) {
				continue
			}
			if t.Room == 0 {
				t.Room = roomID
			}
			seq := ts.startWorldSeqLocked(t, flagValue)
			if seq != nil {
				started = append(started, seq)
			}
		}
	}

	return started
}

func (ts *TriggerStore) startPlayerSeqLocked(playerName string, t *TriggerDef, roomID int, flagValue any) *PlayerTriggerSeq {
	key := playerName + ":" + t.ID
	if _, exists := ts.playerSeqs[key]; exists {
		return nil
	}
	seq := &PlayerTriggerSeq{
		PlayerName: playerName,
		TriggerID:  t.ID,
		RoomID:     roomID,
		Steps:      make([]TriggerStep, len(t.Steps)),
		FlagValue:  flagValue,
	}
	copy(seq.Steps, t.Steps)
	if len(seq.Steps) > 0 {
		seq.Wait = seq.Steps[0].Delay
	}
	ts.playerSeqs[key] = seq
	return seq
}

func (ts *TriggerStore) startWorldSeqLocked(t *TriggerDef, flagValue any) *WorldTriggerSeq {
	key := t.ID
	if _, exists := ts.worldSeqs[key]; exists {
		return nil
	}
	seq := &WorldTriggerSeq{
		TriggerID: t.ID,
		RoomID:    t.Room,
		Steps:     make([]TriggerStep, len(t.Steps)),
		FlagValue: flagValue,
	}
	copy(seq.Steps, t.Steps)
	if len(seq.Steps) > 0 {
		seq.Wait = seq.Steps[0].Delay
	}
	ts.worldSeqs[key] = seq
	return seq
}

func (ts *TriggerStore) valueMatches(want, got any) bool {
	if want == nil {
		return true
	}
	return valuesEqual(want, got)
}

func (ts *TriggerStore) SnapshotPlayerSeqs() []*PlayerTriggerSeq {
	ts.mu.Lock()
	defer ts.mu.Unlock()
	out := make([]*PlayerTriggerSeq, 0, len(ts.playerSeqs))
	for _, s := range ts.playerSeqs {
		out = append(out, s)
	}
	return out
}

func (ts *TriggerStore) SnapshotWorldSeqs() []*WorldTriggerSeq {
	ts.mu.Lock()
	defer ts.mu.Unlock()
	out := make([]*WorldTriggerSeq, 0, len(ts.worldSeqs))
	for _, s := range ts.worldSeqs {
		out = append(out, s)
	}
	return out
}

func (ts *TriggerStore) RemovePlayerSeq(playerName, triggerID string) {
	ts.mu.Lock()
	defer ts.mu.Unlock()
	key := playerName + ":" + triggerID
	delete(ts.playerSeqs, key)
}

func (ts *TriggerStore) RemoveWorldSeq(triggerID string) {
	ts.mu.Lock()
	defer ts.mu.Unlock()
	delete(ts.worldSeqs, triggerID)
}

func (ts *TriggerStore) AllGlobalTriggers() []*TriggerDef {
	ts.mu.Lock()
	defer ts.mu.Unlock()
	var out []*TriggerDef
	for _, triggers := range ts.globalByPlayerFlag {
		out = append(out, triggers...)
	}
	for _, triggers := range ts.globalByWorldFlag {
		out = append(out, triggers...)
	}
	return out
}

func valuesEqual(a, b any) bool {
	ai, aok := numericValue(a)
	bi, bok := numericValue(b)
	if aok && bok {
		return ai == bi
	}
	return a == b
}

func numericValue(v any) (float64, bool) {
	switch x := v.(type) {
	case int:
		return float64(x), true
	case int64:
		return float64(x), true
	case float64:
		return x, true
	}
	return 0, false
}

func (ts *TriggerStore) AllRoomTriggers() map[int][]*TriggerDef {
	ts.mu.Lock()
	defer ts.mu.Unlock()
	out := make(map[int][]*TriggerDef)
	for roomID, byFlag := range ts.roomByPlayerFlag {
		for _, triggers := range byFlag {
			out[roomID] = append(out[roomID], triggers...)
		}
	}
	for roomID, byFlag := range ts.roomByWorldFlag {
		for _, triggers := range byFlag {
			out[roomID] = append(out[roomID], triggers...)
		}
	}
	return out
}