package pncdsl import ( "fmt" ) // Game is the root aggregate. It carries every Manager plus the runtime // state. A domain package builds one via NewGame, registers entities, then // calls Run (or hands it to pncdsl.Run). type Game struct { Title string Width, Height int ItemManager *ItemManager SceneManager *SceneManager CharacterManager *CharacterManager DialogueManager *DialogueManager ScriptManager *ScriptManager AssetManager *AssetManager VerbManager *VerbManager State *State Inventory *Inventory UI *UI Audio *AudioPlayer Camera *Camera startID string onStart Action // runtime loaded *loadedAssets input *Input currentScene string chars map[string]*runtimeChar scriptRunner Runner scriptCtx *Ctx // for click consumption transition *transition dialog *dialogBox activeDialog string selectedVerb string } // NewGame initializes a game with empty managers and the SCUMM-style verb set. func NewGame(title string, w, h int) *Game { g := &Game{ Title: title, Width: w, Height: h, ItemManager: NewManager[Item](), SceneManager: NewManager[Scene](), CharacterManager: NewManager[Character](), DialogueManager: NewManager[Dialogue](), ScriptManager: NewManager[Script](), AssetManager: NewManager[Asset](), VerbManager: NewManager[Verb](), State: NewState(), Inventory: NewInventory(), Audio: NewAudioPlayer(), Camera: NewCamera(), loaded: newLoadedAssets(w, h), input: newInput(), chars: make(map[string]*runtimeChar), transition: &transition{}, selectedVerb: "look", } g.UI = newUI(g) for _, v := range defaultVerbs() { g.VerbManager.Register(v) } return g } func (g *Game) StartAt(name string) *Game { g.startID = name; return g } func (g *Game) OnStart(a Action) *Game { g.onStart = a; return g } // Validate cross-checks name references between managers. func (g *Game) Validate() error { if !g.SceneManager.Has(g.startID) { return fmt.Errorf("%w: %q", ErrNoStartScene, g.startID) } for _, name := range g.SceneManager.Names() { s := g.SceneManager.MustGet(name) if s.Background == "" { return fmt.Errorf("%w: scene %q", ErrSceneMissingBackground, name) } if s.Background != "" && !g.AssetManager.Has(s.Background) { return fmt.Errorf("%w: scene %q background %q", ErrUnknownAsset, name, s.Background) } if s.Music != "" && !g.AssetManager.Has(s.Music) { return fmt.Errorf("%w: scene %q music %q", ErrUnknownAsset, name, s.Music) } for _, a := range s.Actors { if !g.CharacterManager.Has(a.CharacterName) { return fmt.Errorf("%w: scene %q actor %q", ErrUnknownCharacter, name, a.CharacterName) } } } return nil } // ----- runtime helpers --------------------------------------------------- type runtimeChar struct { def Character pos Point target Point moving bool } func (g *Game) makeCtx() *Ctx { c := &Ctx{Game: g, DT: 1.0 / 60.0} if g.currentScene != "" { s := g.SceneManager.MustGet(g.currentScene) c.Scene = &s } return c } func (g *Game) changeScene(name string) { if !g.SceneManager.Has(name) { logf("changeScene: unknown %q", name) return } prev := g.currentScene g.transition.start(func() { if prev != "" { old := g.SceneManager.MustGet(prev) if old.OnLeave != nil { g.queueAction(old.OnLeave, "OnLeave") } } g.currentScene = name g.State.NoteVisit(name) g.placeActors(name) s := g.SceneManager.MustGet(name) if s.Music != "" { g.Audio.PlayMusic(s.Music) } if s.OnEnter != nil { g.queueAction(s.OnEnter, "OnEnter") } }) } func (g *Game) placeActors(sceneName string) { s := g.SceneManager.MustGet(sceneName) for _, a := range s.Actors { def := g.CharacterManager.MustGet(a.CharacterName) rc, ok := g.chars[def.Name] if !ok { rc = &runtimeChar{def: def, pos: a.At} g.chars[def.Name] = rc } else { rc.def = def rc.pos = a.At rc.moving = false } } } func (g *Game) runtimeChar(name string) (*runtimeChar, bool) { c, ok := g.chars[name] return c, ok } func (g *Game) walkCharacter(name string, to Point) { c, ok := g.chars[name] if !ok { return } c.target = to c.moving = true } func (g *Game) characterMoving(name string) bool { c, ok := g.chars[name] return ok && c.moving } func (g *Game) tickCharacters(dt float64) { for _, c := range g.chars { if !c.moving { continue } dx := c.target.X - c.pos.X dy := c.target.Y - c.pos.Y d := c.pos.Dist(c.target) speed := c.def.Speed if speed <= 0 { speed = 60 } step := speed * dt if d <= step { c.pos = c.target c.moving = false continue } c.pos.X += dx / d * step c.pos.Y += dy / d * step } } // ----- script & dialog plumbing ----------------------------------------- func (g *Game) queueAction(a Action, label string) { if a == nil { return } if g.scriptRunner != nil { logf("queueAction: %s ignored, runner busy", label) return } g.scriptRunner = a.Start() g.scriptCtx = g.makeCtx() logf("queueAction %s", label) } func (g *Game) startDialogue(name string) { d, ok := g.DialogueManager.Get(name) if !ok { logf("startDialogue: unknown %q", name) return } startNode := d.Start if startNode == "" && len(d.Nodes) > 0 { startNode = d.Nodes[0].Name } node, ok := d.Node(startNode) if !ok { return } g.activeDialog = name g.dialog = newDialogBox(&d, &node) } func (g *Game) endDialogue() { g.activeDialog = "" g.dialog = nil } func (g *Game) gotoDialogueNode(name string) { if g.dialog == nil || g.activeDialog == "" { return } d := g.DialogueManager.MustGet(g.activeDialog) node, ok := d.Node(name) if !ok { logf("gotoNode: unknown %q in %q", name, g.activeDialog) return } g.dialog.node = &node g.dialog.lineIdx = 0 g.dialog.choiceHits = nil } func (g *Game) dialogueActive() bool { return g.dialog != nil } func (g *Game) showEndCard(text string) { g.UI.endCard = text }