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package world
import (
"fmt"
"log"
"os"
"path/filepath"
"strconv"
"strings"
"sync"
"gopkg.in/yaml.v3"
"thehouseoficarus/internal/behavior"
)
type World struct {
dataDir string
mu sync.Mutex
roomPathIndex map[int]string
groundItems map[int][]*groundEntry
seeded map[int]bool
objStates map[string]*ObjState
objMoves []ObjMove
hazardMu sync.Mutex
hazardPathIndex map[string]string
hazardDefs map[string]*HazardDef
}
func New(dataDir string) *World {
return &World{
dataDir: dataDir,
roomPathIndex: behavior.BuildRoomIndex(filepath.Join(dataDir, "rooms")),
groundItems: make(map[int][]*groundEntry),
seeded: make(map[int]bool),
objStates: make(map[string]*ObjState),
hazardDefs: make(map[string]*HazardDef),
}
}
func (w *World) LoadRoom(id int) (*Room, error) {
w.mu.Lock()
path, ok := w.roomPathIndex[id]
w.mu.Unlock()
if !ok {
return nil, fmt.Errorf("read room %d: no such room", id)
}
data, err := os.ReadFile(path)
if err != nil {
return nil, fmt.Errorf("read room %d: %w", id, err)
}
var room Room
if err := yaml.Unmarshal(data, &room); err != nil {
return nil, fmt.Errorf("parse room %d: %w", id, err)
}
// Room ID comes from the filename (room.ID = id below); a mismatched
// declared id: is silently ignored, so surface it rather than leave the
// author believing their written id is in use.
if room.ID != 0 && room.ID != id {
log.Printf("room %d: file %s declares id %d but is loaded as room %d; the filename is authoritative and the declared id is ignored",
id, path, room.ID, id)
}
room.ID = id
if room.Exits == nil {
room.Exits = make(map[ExitDir]ExitDef)
}
if room.ItemSpawns == nil {
room.ItemSpawns = make([]SpawnDef, 0)
}
if room.Mobs == nil {
room.Mobs = make([]RoomMob, 0)
}
return &room, nil
}
func (w *World) ResolveExit(input string) ExitDir {
if dir, ok := ExitAliases[strings.ToLower(input)]; ok {
return dir
}
canon := ExitDir(strings.ToLower(input))
switch canon {
case North, South, East, West, Northeast, Northwest, Southeast, Southwest, Up, Down:
return canon
}
return ""
}
func (w *World) SeedGroundItems(roomID int) {
w.mu.Lock()
if w.seeded[roomID] {
w.mu.Unlock()
return
}
w.mu.Unlock()
room, err := w.LoadRoom(roomID)
if err != nil {
// Do NOT mark a room seeded before it loads: a dangling exit (or a
// not-yet-created room) would otherwise permanently disable its item
// spawns even after the room is fixed/created.
return
}
w.mu.Lock()
defer w.mu.Unlock()
// Re-check under the lock: a concurrent seed may have won the race while
// this call was loading.
if w.seeded[roomID] {
return
}
w.seeded[roomID] = true
for _, s := range room.ItemSpawns {
merged := false
for _, e := range w.groundItems[roomID] {
if e.quantity > 0 && strings.EqualFold(e.itemID, s.ID) &&
(e.reserveTimer <= 0 || e.reservedFor == "") &&
e.despawnTimer <= 0 {
e.quantity += s.Quantity
e.respawnQty += s.Quantity
e.isSpawn = true
e.respawnDelay = int(s.RespawnTicks)
merged = true
break
}
}
if !merged {
e := &groundEntry{
itemID: s.ID,
quantity: s.Quantity,
isSpawn: true,
respawnDelay: int(s.RespawnTicks),
respawnQty: s.Quantity,
}
w.groundItems[roomID] = append(w.groundItems[roomID], e)
}
}
}
func (w *World) RoomIndex() map[int]bool {
w.mu.Lock()
defer w.mu.Unlock()
ids := make(map[int]bool, len(w.roomPathIndex))
for id := range w.roomPathIndex {
ids[id] = true
}
return ids
}
func (w *World) RebuildRoomIndex(dataDir string) {
w.mu.Lock()
defer w.mu.Unlock()
w.roomPathIndex = behavior.BuildRoomIndex(filepath.Join(dataDir, "rooms"))
}
func (w *World) AddRoomPath(id int, path string) {
w.mu.Lock()
defer w.mu.Unlock()
w.roomPathIndex[id] = path
}
func (w *World) GetRoomPath(id int) (string, bool) {
w.mu.Lock()
defer w.mu.Unlock()
path, ok := w.roomPathIndex[id]
return path, ok
}
func (w *World) ClearHazardCache() {
w.hazardMu.Lock()
defer w.hazardMu.Unlock()
w.hazardPathIndex = nil
w.hazardDefs = make(map[string]*HazardDef)
}
func (w *World) Tick() {
w.mu.Lock()
defer w.mu.Unlock()
w.tickGroundItems()
w.tickObjStatesLocked()
}
func (w *World) ClearRoomState(roomID int) {
w.mu.Lock()
defer w.mu.Unlock()
delete(w.groundItems, roomID)
delete(w.seeded, roomID)
prefix := fmt.Sprintf("%d:", roomID)
for k := range w.objStates {
if strings.HasPrefix(k, prefix) {
delete(w.objStates, k)
}
}
}
// RekeyRooms remaps room-keyed runtime state per idMap (oldID -> newID):
// ground items, seeded markers, and object-state keys ("roomID:...").
// Uses delete-all-then-set-all so a swap cannot clobber an entry mid-rekey.
func (w *World) RekeyRooms(idMap map[int]int) {
if len(idMap) == 0 {
return
}
w.mu.Lock()
defer w.mu.Unlock()
movedGround := make(map[int][]*groundEntry, len(w.groundItems))
for roomID, entries := range w.groundItems {
if newID, ok := idMap[roomID]; ok && newID != roomID {
movedGround[newID] = entries
delete(w.groundItems, roomID)
}
}
for newID, entries := range movedGround {
w.groundItems[newID] = entries
}
movedSeeded := make(map[int]bool, len(w.seeded))
for roomID := range w.seeded {
if newID, ok := idMap[roomID]; ok && newID != roomID {
movedSeeded[newID] = true
delete(w.seeded, roomID)
}
}
for newID := range movedSeeded {
w.seeded[newID] = true
}
type objKeyMove struct {
oldKey, newKey string
st *ObjState
newID int
}
var moves []objKeyMove
for k, st := range w.objStates {
roomStr, _, ok := strings.Cut(k, ":")
if !ok {
continue
}
roomID, err := strconv.Atoi(roomStr)
if err != nil {
continue
}
newID, ok := idMap[roomID]
if !ok || newID == roomID {
continue
}
newKey := fmt.Sprintf("%d:%s", newID, k[len(roomStr)+1:])
moves = append(moves, objKeyMove{k, newKey, st, newID})
}
for _, m := range moves {
delete(w.objStates, m.oldKey)
}
for _, m := range moves {
// Keep the package invariant mapKey == ObjStateKey(st.RoomID, ...):
// object lookups filter on st.RoomID while GetObjState looks up the
// key, so a rekey that leaves RoomID stale makes the object vanish
// from the renamed room (and TickObjWander then creates a second
// entry for the same state). Remap wander rooms like MobStore does.
m.st.RoomID = m.newID
for i, room := range m.st.WanderRooms {
if mapped, ok := idMap[room]; ok && mapped != room {
m.st.WanderRooms[i] = mapped
}
}
w.objStates[m.newKey] = m.st
}
}
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