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

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

	"gopkg.in/yaml.v3"
)

const DropDespawnTicks = 1000

type groundEntry struct {
	itemID       string
	quantity     int
	isSpawn      bool
	respawnTimer int // >0 = counting down to respawn
	respawnQty   int
	respawnDelay int
	despawnTimer int // >0 = counting down to despawn (dropped items)
}

type World struct {
	dataDir     string
	mu          sync.Mutex
	groundItems map[int][]*groundEntry
	seeded      map[int]bool
}

func New(dataDir string) *World {
	return &World{
		dataDir:     dataDir,
		groundItems: make(map[int][]*groundEntry),
		seeded:      make(map[int]bool),
	}
}

func (w *World) LoadRoom(id int) (*Room, error) {
	path := filepath.Join(w.dataDir, "rooms", fmt.Sprintf("%d.yaml", 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 = id
	if room.Exits == nil {
		room.Exits = make(map[ExitDir]int)
	}
	if room.Objects == nil {
		room.Objects = make([]string, 0)
	}
	if room.Spawns == nil {
		room.Spawns = make([]SpawnDef, 0)
	}
	if room.Mobs == nil {
		room.Mobs = make([]string, 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, Up, Down:
		return canon
	}
	return ""
}

func (w *World) GroundItems(roomID int) map[string]int {
	w.mu.Lock()
	defer w.mu.Unlock()
	out := make(map[string]int)
	for _, e := range w.groundItems[roomID] {
		if e.quantity > 0 {
			out[e.itemID] += e.quantity
		}
	}
	return out
}

func (w *World) AddGroundItem(roomID int, itemID string, qty int) {
	w.mu.Lock()
	defer w.mu.Unlock()
	e := &groundEntry{
		itemID:       itemID,
		quantity:     qty,
		despawnTimer: DropDespawnTicks,
	}
	w.groundItems[roomID] = append(w.groundItems[roomID], e)
}

func (w *World) RemoveGroundItem(roomID int, itemID string, qty int) int {
	w.mu.Lock()
	defer w.mu.Unlock()

	removed := 0
	remaining := qty

	for _, e := range w.groundItems[roomID] {
		if remaining <= 0 {
			break
		}
		if !strings.EqualFold(e.itemID, itemID) {
			continue
		}
		if e.quantity <= 0 {
			continue
		}
		take := e.quantity
		if take > remaining {
			take = remaining
		}
		e.quantity -= take
		removed += take
		remaining -= take

		if e.isSpawn && e.quantity <= 0 && e.respawnDelay > 0 {
			e.respawnTimer = e.respawnDelay
		}
	}
	return removed
}

func (w *World) SeedGroundItems(roomID int) {
	w.mu.Lock()
	if w.seeded[roomID] {
		w.mu.Unlock()
		return
	}
	w.seeded[roomID] = true
	w.mu.Unlock()

	room, err := w.LoadRoom(roomID)
	if err != nil {
		return
	}

	w.mu.Lock()
	defer w.mu.Unlock()

	for _, s := range room.Spawns {
		e := &groundEntry{
			itemID:       s.ItemID,
			quantity:     s.Quantity,
			isSpawn:      true,
			respawnDelay: s.RespawnTicks,
			respawnQty:   s.Quantity,
		}
		w.groundItems[roomID] = append(w.groundItems[roomID], e)
	}
}

func (w *World) Tick() {
	w.mu.Lock()
	defer w.mu.Unlock()

	for _, entries := range w.groundItems {
		for _, e := range entries {
			if e.respawnTimer > 0 {
				e.respawnTimer--
				if e.respawnTimer <= 0 {
					e.quantity = e.respawnQty
				}
			}
			if e.despawnTimer > 0 {
				e.despawnTimer--
				if e.despawnTimer <= 0 {
					e.quantity = 0
				}
			}
		}
	}
}