Files
inkwell/pncdsl/core.game.go
T
2026-05-25 18:09:51 +02:00

260 lines
5.9 KiB
Go

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 }