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package world
import (
"fmt"
"os"
"path/filepath"
"strings"
"sync"
"thehouseoficarus/internal/action"
"gopkg.in/yaml.v3"
)
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
}
func New(dataDir string) *World {
return &World{
dataDir: dataDir,
roomPathIndex: action.BuildRoomIndex(filepath.Join(dataDir, "rooms")),
groundItems: make(map[int][]*groundEntry),
seeded: make(map[int]bool),
objStates: make(map[string]*ObjState),
}
}
func (w *World) LoadRoom(id int) (*Room, error) {
path, ok := w.roomPathIndex[id]
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 = 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, Up, Down:
return canon
}
return ""
}
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.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 {
ids := make(map[int]bool)
for id := range w.roomPathIndex {
ids[id] = true
}
return ids
}
func (w *World) Tick() {
w.mu.Lock()
defer w.mu.Unlock()
w.tickGroundItemsLocked()
w.tickObjStatesLocked()
}
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