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|
package world
import (
"fmt"
"math/rand"
"os"
"path/filepath"
"sort"
"strings"
"sync"
"gopkg.in/yaml.v3"
)
const DropDespawnTicks = 1000
const ReserveTicks = 100
type GroundItemInfo struct {
ItemID string
Quantity int
ReservedFor string
ReserveTimer int
DespawnTimer int
IsSpawn bool
}
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)
reservedFor string
reserveTimer int // >0 = counting down reservation
}
type World struct {
dataDir string
mu sync.Mutex
groundItems map[int][]*groundEntry
seeded map[int]bool
objStates map[string]*ObjState
objMoves []ObjMove
}
type ObjMove struct {
DefID string
Name string
FromRoom int
ToRoom int
}
type ObjState struct {
Depleted bool
DepleteTimer int
DefID string
Name string
Index int
RoomID int
JustRespawned bool
WanderRooms []int
WanderInterval int
WanderCounter int
SharedMax int
SharedTimer int
Quality int
}
func (w *World) ObjStateKey(roomID int, defID string, index int) string {
return fmt.Sprintf("%d:%s:%d", roomID, defID, index)
}
func (w *World) objStateKey(roomID int, defID string, index int) string {
return w.ObjStateKey(roomID, defID, index)
}
func (w *World) EnsureObjectStates(roomID int, defIDs []string) {
w.mu.Lock()
defer w.mu.Unlock()
w.ensureObjectStatesLocked(roomID, defIDs)
}
func (w *World) ensureObjectStatesLocked(roomID int, defIDs []string) {
if w.objStates == nil {
w.objStates = make(map[string]*ObjState)
}
counts := make(map[string]int)
for _, defID := range defIDs {
idx := counts[defID]
counts[defID]++
key := w.objStateKey(roomID, defID, idx)
if _, exists := w.objStates[key]; !exists {
w.objStates[key] = &ObjState{
DefID: defID,
Name: defID,
Index: idx,
RoomID: roomID,
}
}
}
}
func (w *World) AddObjInstance(roomID int, defID string, quality int) {
w.mu.Lock()
defer w.mu.Unlock()
if w.objStates == nil {
w.objStates = make(map[string]*ObjState)
}
idx := 0
for {
key := w.objStateKey(roomID, defID, idx)
if _, exists := w.objStates[key]; !exists {
w.objStates[key] = &ObjState{
DefID: defID,
Name: defID,
Index: idx,
RoomID: roomID,
Quality: quality,
}
return
}
idx++
}
}
func (w *World) RemoveObjInstance(roomID int, defID string) {
w.mu.Lock()
defer w.mu.Unlock()
idx := 0
for {
key := w.objStateKey(roomID, defID, idx)
if _, exists := w.objStates[key]; !exists {
return
}
delete(w.objStates, key)
idx++
}
}
func (w *World) AllFireStates() []*ObjState {
w.mu.Lock()
defer w.mu.Unlock()
var out []*ObjState
for _, st := range w.objStates {
if st.DefID == "fire" && st.Quality > 0 {
out = append(out, st)
}
}
return out
}
func (w *World) GetObjState(roomID int, defID string, index int) *ObjState {
w.mu.Lock()
defer w.mu.Unlock()
if w.objStates == nil {
return nil
}
return w.objStates[w.objStateKey(roomID, defID, index)]
}
func (w *World) GetObjStateByKey(key string) *ObjState {
w.mu.Lock()
defer w.mu.Unlock()
if w.objStates == nil {
return nil
}
return w.objStates[key]
}
func (w *World) AllObjInstances(roomID int) []ObjState {
w.mu.Lock()
defer w.mu.Unlock()
var out []ObjState
for _, st := range w.objStates {
if st.RoomID == roomID {
out = append(out, *st)
}
}
sort.Slice(out, func(i, j int) bool {
if out[i].DefID != out[j].DefID {
return out[i].DefID < out[j].DefID
}
return out[i].Index < out[j].Index
})
return out
}
func (w *World) FindObjInstances(roomID int, name string) []ObjState {
w.mu.Lock()
defer w.mu.Unlock()
var out []ObjState
lower := strings.ToLower(name)
for key, st := range w.objStates {
if st.RoomID != roomID {
continue
}
if !wordMatchesObj(lower, st.DefID, st.Name) {
continue
}
out = append(out, ObjState{
DefID: st.DefID,
Name: st.Name,
Index: st.Index,
RoomID: st.RoomID,
Depleted: st.Depleted,
DepleteTimer: st.DepleteTimer,
SharedMax: st.SharedMax,
SharedTimer: st.SharedTimer,
Quality: st.Quality,
})
_ = key
}
sort.Slice(out, func(i, j int) bool {
if out[i].DefID != out[j].DefID {
return out[i].DefID < out[j].DefID
}
return out[i].Index < out[j].Index
})
return out
}
func wordMatchesObj(lower, defID, objName string) bool {
if WordPrefixMatch(lower, objName) {
return true
}
nameWords := strings.Fields(strings.ToLower(objName))
inputWords := strings.Fields(strings.ToLower(lower))
// Check defID as whole (bidirectional)
if strings.HasPrefix(strings.ToLower(defID), lower) || strings.HasPrefix(lower, strings.ToLower(defID)) {
return true
}
// Check each defID part (split by underscore) against each input word (bidirectional)
for _, part := range strings.Split(defID, "_") {
for _, iw := range inputWords {
pl := strings.ToLower(part)
if strings.HasPrefix(pl, iw) || strings.HasPrefix(iw, pl) {
return true
}
}
}
_ = nameWords
return false
}
func (w *World) SetObjName(roomID int, defID string, name string) {
w.mu.Lock()
defer w.mu.Unlock()
for key, st := range w.objStates {
if st.RoomID == roomID && st.DefID == defID {
st.Name = name
}
_ = key
}
}
func (w *World) SetObjWander(roomID int, defID string, rooms []int, interval int) {
w.mu.Lock()
defer w.mu.Unlock()
for key, st := range w.objStates {
if st.RoomID == roomID && st.DefID == defID {
st.WanderRooms = rooms
st.WanderInterval = interval
}
_ = key
}
}
func (w *World) SetObjSharedDeplete(roomID int, defID string, max int) {
w.mu.Lock()
defer w.mu.Unlock()
for key, st := range w.objStates {
if st.RoomID == roomID && st.DefID == defID && st.SharedMax == 0 {
st.SharedMax = max
st.SharedTimer = max
}
_ = key
}
}
func (w *World) AllSharedObjStates() []*ObjState {
w.mu.Lock()
defer w.mu.Unlock()
var out []*ObjState
for _, st := range w.objStates {
if st.SharedMax > 0 {
out = append(out, st)
}
}
return out
}
func (w *World) SetObjDepleted(roomID int, defID string, index int, delay int) {
w.mu.Lock()
defer w.mu.Unlock()
key := w.objStateKey(roomID, defID, index)
if st, ok := w.objStates[key]; ok {
st.Depleted = true
st.DepleteTimer = delay
}
}
func New(dataDir string) *World {
return &World{
dataDir: dataDir,
groundItems: make(map[int][]*groundEntry),
seeded: make(map[int]bool),
objStates: make(map[string]*ObjState),
}
}
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]ExitDef)
}
if room.Spawns == nil {
room.Spawns = 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) GroundItemsDetailed(roomID int) []GroundItemInfo {
w.mu.Lock()
defer w.mu.Unlock()
var out []GroundItemInfo
for _, e := range w.groundItems[roomID] {
if e.quantity <= 0 {
continue
}
info := GroundItemInfo{
ItemID: e.itemID,
Quantity: e.quantity,
DespawnTimer: e.despawnTimer,
IsSpawn: e.isSpawn,
}
if e.reserveTimer > 0 && e.reservedFor != "" {
info.ReservedFor = e.reservedFor
info.ReserveTimer = e.reserveTimer
}
out = append(out, info)
}
return out
}
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) AddReservedGroundItem(roomID int, itemID string, qty int, owner string) {
w.mu.Lock()
defer w.mu.Unlock()
e := &groundEntry{
itemID: itemID,
quantity: qty,
despawnTimer: DropDespawnTicks,
reservedFor: owner,
reserveTimer: ReserveTicks,
}
w.groundItems[roomID] = append(w.groundItems[roomID], e)
}
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) RemoveReservedGroundItem(roomID int, itemID string, qty int, owner string) (int, bool) {
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
}
if e.reserveTimer > 0 && e.reservedFor != "" && e.reservedFor != owner {
return removed, false
}
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, true
}
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 {
merged := false
for _, e := range w.groundItems[roomID] {
if e.quantity > 0 && strings.EqualFold(e.itemID, s.ItemID) &&
(e.reserveTimer <= 0 || e.reservedFor == "") {
e.quantity += s.Quantity
e.respawnQty += s.Quantity
e.isSpawn = true
e.respawnDelay = s.RespawnTicks
merged = true
break
}
}
if !merged {
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
for _, other := range entries {
if other != e && other.quantity > 0 && strings.EqualFold(other.itemID, e.itemID) &&
(other.reserveTimer <= 0 || other.reservedFor == "") {
e.quantity += other.quantity
other.quantity = 0
}
}
}
}
if e.despawnTimer > 0 {
e.despawnTimer--
if e.despawnTimer <= 0 {
e.quantity = 0
}
}
if e.reserveTimer > 0 {
e.reserveTimer--
if e.reserveTimer <= 0 {
e.reservedFor = ""
}
}
}
}
for _, st := range w.objStates {
if st.Depleted && st.DepleteTimer > 0 {
st.DepleteTimer--
if st.DepleteTimer <= 0 {
st.Depleted = false
st.JustRespawned = true
if st.SharedMax > 0 {
st.SharedTimer = st.SharedMax
}
}
}
}
}
func (w *World) FlushObjRespawns() []ObjState {
w.mu.Lock()
defer w.mu.Unlock()
var out []ObjState
for _, st := range w.objStates {
if st.JustRespawned {
out = append(out, *st)
st.JustRespawned = false
}
}
return out
}
func (w *World) TickObjWander() {
w.mu.Lock()
defer w.mu.Unlock()
var moves []struct {
st *ObjState
toRoom int
}
for _, st := range w.objStates {
if len(st.WanderRooms) == 0 || st.WanderInterval <= 0 {
continue
}
st.WanderCounter++
if st.WanderCounter >= st.WanderInterval {
st.WanderCounter = 0
toRoom := st.WanderRooms[rand.Intn(len(st.WanderRooms))]
if toRoom == st.RoomID {
continue
}
moves = append(moves, struct {
st *ObjState
toRoom int
}{st, toRoom})
}
}
for _, m := range moves {
oldKey := w.objStateKey(m.st.RoomID, m.st.DefID, m.st.Index)
fromRoom := m.st.RoomID
m.st.RoomID = m.toRoom
newKey := w.objStateKey(m.st.RoomID, m.st.DefID, m.st.Index)
delete(w.objStates, oldKey)
w.objStates[newKey] = m.st
w.objMoves = append(w.objMoves, ObjMove{
DefID: m.st.DefID,
Name: m.st.Name,
FromRoom: fromRoom,
ToRoom: m.toRoom,
})
}
}
func (w *World) FlushObjMoves() []ObjMove {
w.mu.Lock()
defer w.mu.Unlock()
out := w.objMoves
w.objMoves = nil
return out
}
|